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i think that lava must have an area with a hot-air-distortion shader, like in DOOM3... I remember some areas in D3 hell levels with that air-distortion, and also some broken pipes with this effect... maybe DP can do it...
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to: inkub0
i went through the material seven linked in previous post and i think it can be done. there are other commands than scroll and scale in the tcmod section of that script manual and there are other effects which could be applied on transparent surfaces. i'd like to try my own shader for lava textures because the way lava looks like in dp now is really ugly. however, no succses so far due to my zero knowledge of shader script language syntax. the only advise i can give is to go through that manual, study the examples and try and try and try... :-).
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still think that this is not the right way to enhance liquid surfaces. there are hundreds of levels for q1 and a lot of them use strange texture names for water/lava/teleport/slime. all these scripts will work fine only if the mapper used standard texture names. i'm not a coder and i don't know if it is even possible, but it would be much more effective to link particular effect to the brush then to the texture. i mean - one effect for water, one for lava... etc. but it is probably an idea for the creator of darkplaces.
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@Seven
I observed the teleport. It is like a water pool, yes. and it moves like the water pool, with waves in a single direction.
But the original teleport is not moving in that way. The texture makes a circle, or something similar...
Is it possible to change the shader to recreate the original movement? or is it ugly with the water?
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I have found a detailed documentation about using/creating shaders:
here
Maybe when I have the time, I will try to enhance the shader i use at the moment to get a better result.
Adding lighting around the teleporter is my main vision.
By reading quickly through the docu, I found that it is quite simple to achieve.
For anyone else, who is interested in shaders, this is a good manual.
Its worth reading it.
@ inkub0
thank you for your release.
Preview screenshots would have been nice.
Maybe I add some when I am home.
Your blood/fresh meat version sounds interesting...
Seven.
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Ok these are my textures applied to Seven shader.
I dont know how they works on other configurations, but i like them very much
so post your comments!
Seven+Inkub0 Teleports. (clik to download)
They come in 3 versions:
nocolor-starry (similar to the original QRP, but have transparency)
red-starry (like a red starry nebula (see my screenshot in this thread)
red-hell (with something like blood or fresh meat...)
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Hello Moon[Drunk],
I am more than happy, that you came around and give your input here.
As you surely noticed, when looking in the shader i use:
I am still in the very beginning of shader usage.
I used a almost similar one like "DP pretty water", because I dont know the syntax.
Trying to reach my goal by editing the texture was my path.
Your creation has another idea behind it.
The Sparkling effect looks really nice !
My idea/inspiration was the "Stargate-like liquid distortion".
Its good to see different kind of interpretations in this thread.
Hopefully more people will show off and post theirs.
(still hoping My-Key will do some magic)
Thank you.
Seven
UPDATE 27.10.2010
Added a hellish-red version on request.
It took me some time with my freeware Paint.Net but finally I made a nice texture.
Downloads updated in first post
This is the result (with brownish color):[/B]

This is the result (with hellish-red color):
Last edited by Seven; 10-27-2010, 03:46 PM.
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@ Seven
i noticed a great difference in our Quake folders... and the game itself is graphically different.
My sceenshots are simply cropped and resized, but they are as they are. no Photoshop on that images
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I hope it is ok to show off and share my first own attempt at a shader which I put together late last night.
I have used 4 different textures for the frames but it would probably look even better with more, 8 frames is max I guess.
If anyone is up for it I guess it would be possible to alter the existing texture frames with PS offset filter to get more variations.
Here is a preview how it looks in-game:
(frames maybe not in same order as they are in the shader but you get the idea at least)

Download: DP_animated_teleport_Moon[Drunk].pk3
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Hello inkub0,
first of all, please try to use the "edit" function in your posts.
secondly, your are free to post anything you like here. It is a free forum
I received your PM. Thank you. Reply is sent.
Using your textures in my Quake looks quite different compared to your screenshot #1 from post #18.
Maybe because our config.cfg´s are very different.
Also deleting the glow texture will not remove the stars, because they are also in your main texture "teleport.tga".
Maybe you send the wrong files...
Anyway, thank you for your great work.
This will surely inspire other users to play around with it
Maybe My-Key has some time to experiment a little ?
This would be awesome.
Kind Regards,
Seven
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the stars are added in a different way
i simply added the stars on teleport_glow texture and modified the alpha channel on teleport.tga to enhance the stars.
If somebody dont like stars, it's possible to remove them simply deleting teleport.glow
i'll send the links in PM
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inkub0,
I can only dream of how many things you can do with Photoshop...
With my Paint.Net program I can fortunately adjust transparency with a slider from 0 to 100.
This is the minimal function you need to create "teleport.tga" textures.
I will also try to find out how to change color of an existing texture.
Your texture looks of course very good.
I personally dont like the stars too much, but many other users do.
So I guess you can upload your "teleport.tga" and people will rip it out of your hands with joy.
You are a great and experienced Photoshop artist.
I am glad you are here in the forum and are helpful as you are !
You have wired looking Quake textures around the teleporters though...
Seven
PS: I would be glad if you can send me the texture without the stars.
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Is this OK?
i accept suggestions!
the violet colour in 2nd screensot is due to the blue wall behind the portal...
it is similar to a space nebula... but with distortion ^^

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If you agree i can create an alternative texture... i imagined a bloody poll with stars... you'll see it soonOriginally posted by Seven View PostI know, that you are Master of Photoshop.
It would take only 5 mouseclicks for you to change the color to anything you want.
If you have time, please do it for "teleport.tga"
You know, that I dont have Photoshop, so I am struggeling with freeware here.
I am no master at all in these things.
P.S. Seven... using water shader on teleport is genial! you great!
P.P.S. Tonight i'll send to you the link for my 1.1gb textures file
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