Which is better q3map2’s fur effect or sprites? Whicg works best with blended terrain? Which one has the best performance? Whih one compiles faster?
Sory if that’s a bit too many questions… Any help would be greatly appreciated.
Which is better q3map2’s fur effect or sprites? Whicg works best with blended terrain? Which one has the best performance? Whih one compiles faster?
Sory if that’s a bit too many questions… Any help would be greatly appreciated.
Depends on what you’re trying to do… are you trying to make grass/foliage? If you’re mapping for Q3, then sprites/models/simple brushes are probably best. Other games such as Raven games and ET support foliage tech which fades out foliage depending on distance for a better performance boost.
Compile time will likely depend on the complexity of the polygons - try to keep them simple, detail brushes/models, and vertex lit.
Using this for tall grass that will be about waist high and the game is Jedi Academy (Raven)
Agreed. The ‘fur’ effect for grass is only good for small areas, unless you need to make something that can be hidden in by players at long range.
Foliage.
OK I’ve decided to use foliage since it seems to be the best chois according to you. I have run into a small problem though… I don’t know what the shader parameters do and I can’t find them in the shader manual 
Maybe some of you know?
{
map gfx/sprites/y_grass_tall
surfaceSprites vertical 32 24 42 500
ssFademax 1500
ssFadescale 1
ssVariance 1 2
ssWind 0.5
alphaFunc GE192
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen vertex
}
I’m trying to make more grass apper than what is there. I was wondering if anyone knew where a Raven shader manual could be found or if they could explain the foliage shader parameters here.
Thanks,
LK