fur or sprites?


(Lil Killa) #1

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.


(obsidian) #2

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.


(Lil Killa) #3

Using this for tall grass that will be about waist high and the game is Jedi Academy (Raven)


(obsidian) #4

Foliage.


(WolfWings) #5

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.


(Lil Killa) #6

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 :frowning:

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


(ydnar) #7

Are you mapping for SOF2 or JA?


(Lil Killa) #8

I’m mapping for JA.