I found it! map 8067r to an old question someone asked... sorry for the late reply


(RayBan) #1

First of all, A Very Merry Overdue Fishmus. I’m still around, depending on who you ask. I was taking a stroll through an old drive and found a folder called Old ET Stuff with over 13 gig of files from 2007 and before.

I have around 13 old retired drives stacked in my closet dating back almost 15 years, and I hung an old ide cable out of my box, and started to snap em all in one by one and found this one file I have been searching for, since someone asked about moonlight through a window with simulated dust particles.

and I found it. It was titled 8067r, cause the map experiment 8067q was apparently not good enough??? I dunno, there are previous versions and a few after titled 8068b and so on, but no finished map file compiled. Only this one found compiled.

So to the original question someone asked, I forget how it’s done. I mean… I cannot remember… but it had to do with aligning the moon to the ray effect, which should be a blender model, and some bad decals and some old md3 model made up to simulate dust particles fading in and out sort of like the thief game.

I was trying to emulate an effect that Doom 3 was able to do but with ET shaders and models at the time. Anyways, here is that attempt from 2007.

https://www.youtube.com/watch?v=BlzE4IWtgOQ


(KeMoN) #2

It’s such a wonderful surprise whenever you pop up in the forums.^^
That’s a nice effect. A lot more subtle than the white-yellowish light beam from vanilla ET. Yours looks a lot more subtle and believable.
I suppose shader-wise yours set up similar to it as well?

textures/sfx/beam_dusty2
{
	qer_editorimage textures/sfx/beam_1.tga
	cull none
	nocompress
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm pointlight
	surfaceparm trans
	{
		map textures/sfx/beam_1.tga
		blendFunc add
	}
}

I suppose for the ground texture one could use a vanilla decal like

textures/decals/cathedrale_c16
{

	polygonOffset
	entityMergable
	qer_editorimage textures/cathedrale_wall/cathedrale_c16.tga
	// surfaceparm nomarks
	// q3map_lightimage textures/cathedrale_wall/cathedrale_c16.tga
//	q3map_surfacelight 200
	q3map_surfacelight 200
//	light 1


	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/cathedrale_wall/cathedrale_c16.tga
		blendFunc GL_DST_COLOR GL_ZERO	
		rgbGen identity
	}
	{
		map textures/cathedrale_wall/cathedrale_c16.BLEND.tga
		blendfunc GL_ONE GL_ONE
	
	}
}

But probably better to build an own shader based on textures/cathedrale_wall/cathedrale_c02.blend.jpg or textures/cathedrale_wall/cathedrale_c17.BLEND.jpg maybe.


(RayBan) #3

Hi Kemon, been a while, glad to see your still active.

I do not know what I did there, I had to search for the shader file(s) but this is what I found,

textures/rayban/fx/rays_1

{
qer_editorimage textures\rayban\fx\blues_ed.tga
cull disable
surfaceparm nomarks
surfaceparm nonsolid
{
map textures/rayban/fx/ray_1.tga
blendfunc GL_ONE GL_ONE
rgbgen wave triangle .1 .5 0 .15
}

{
	map textures/rayban/fx/ray_2.tga
	blendfunc GL_ONE GL_ONE
	rgbgen wave triangle .1 .5 0.25 .15
}
{
	map textures/rayban/fx/ray_3.tga
	blendfunc GL_ONE GL_ONE
	rgbgen wave triangle .1 .5 0.5 .15
}
{
	map textures/rayban/fx/ray_4.tga
	blendfunc GL_ONE GL_ONE
	rgbgen wave triangle .1 .5 0.75 .15
}

}

///////////
// some dust bliping in and out for the rays

textures/rayban/fx/dust_1
{
qer_editorimage textures/rayban/fx/wisp1.tga
cull disable
surfaceparm nomarks
surfaceparm nonsolid
deformvertexes autosprite
{
map textures/rayban/fx/wisp1.tga
blendfunc GL_ONE GL_ONE
rgbgen wave triangle .1 .5 0 .15
}
}

textures/rayban/fx/dust_2
{
qer_editorimage textures/rayban/fx/wisp1.tga
cull disable
surfaceparm nomarks
surfaceparm nonsolid
deformvertexes autosprite
{
map textures/rayban/fx/wisp1.tga
blendfunc GL_ONE GL_ONE
rgbgen wave triangle .1 .5 0.25 .15
}
}

textures/rayban/fx/dust_3
{
qer_editorimage textures/rayban/fx/wisp1.tga
cull disable
surfaceparm nomarks
surfaceparm nonsolid
deformvertexes autosprite
{
map textures/rayban/fx/wisp1.tga
blendfunc GL_ONE GL_ONE
rgbgen wave triangle .1 .5 0.5 .15
}
}

textures/rayban/fx/dust_4
{
qer_editorimage textures/rayban/fx/wisp1.tga
cull disable
surfaceparm nomarks
surfaceparm nonsolid
deformvertexes autosprite
{
map textures/rayban/fx/wisp1.tga
blendfunc GL_ONE GL_ONE
rgbgen wave triangle .1 .5 0.75 .15
}
}

/////////// end dust