ok… it was a typing failure guys…but lol… no i can’t use this… hahaha
look on this video…
EDIT: btw it should be cvops_body not body
ok… it was a typing failure guys…but lol… no i can’t use this… hahaha
look on this video…
EDIT: btw it should be cvops_body not body
this tool might help a bit:
http://www.bpeers.com/software/q3ase/
But it has not been done for ET, so the result is different - for example deformvertexes is less or stronger in ET (dunno which anymore).
But it is surely helpfull to for understanding more or less how the shader commands work.
edit: hehe funny movie…
You can also just modifiy the base value, without changing it periodically, that way you can make the player look like a big round thingy, or like a thing line… lol
http://img66.imageshack.us/gal.php?g=20060402234239fueldump8wd.jpg
crazy stuff and ugly… lol, but well the glowing thing ain’t that bad, just that the legs are missing… well with the Tool from C, that could be done nowadays…
edit: this was not for cheating intended :p, that was a unpure server, and I ended up removing it. Yet I used it for some days, but it was available for others too … lol
(the thing which has no legs but glow…)
Yet, I totally agree, it is an unfair advantage… but well everyone could have used it back then, or anything else.
thanx for that, i got it allready…but it wasn’t this function i wanted anyways
but i got another idea to try out… just wait for the result…LOL
[QUOTE=ailmanki;190684]this tool might help a bit:
edit: hehe funny movie…
You can also just modifiy the base value, without changing it periodically, that way you can make the player look like a big round thingy, or like a thing line… lol
[/QUOTE]
thanx for that idea
well, next step… how to put on foliage models on the texture?
this is the shader so far:
models/players/temperate/allied/cvops/body_cvops
{
cull disable
deformVertexes wave 1 sin 1 0.1 0.4
deformVertexes wave 2 sin 1 0.1 0.4
q3map_foliage models/rayban_foliage/w_grass_foliage1.md3 1 48 0.1 2
q3map_foliage models/rayban_foliage/w_grass_foliage2.md3 1.1 48 0.1 2
q3map_foliage models/rayban_foliage/w_grass_foliage3.md3 1 48 0.1 2
nofog
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
implicitMap -
}
models/players/temperate/allied/legs02
{
cull disable
deformVertexes wave 1 sin 1 0.1 0.4
deformVertexes wave 2 sin 1 0.1 0.4
q3map_foliage models/rayban_foliage/w_grass_foliage1.md3 1 48 0.1 2
q3map_foliage models/rayban_foliage/w_grass_foliage2.md3 1.1 48 0.1 2
q3map_foliage models/rayban_foliage/w_grass_foliage3.md3 1 48 0.1 2
nofog
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
implicitMap -
}
[QUOTE=IndyJones;190679]i meant this:
deformVertexes wave 64 sin 1 1000 1.0
deformVertexes wave 64 sin 1 1000 1.0
[/QUOTE]
haha, my bad, sorry, been kinda busy with our site switching webservers
not thinking clearly
:o
if you want shorter waves…
Lower Frequency
if you want higher waves…
Increase Amplitude
Obviously, vice versa also. That should hopefully get the effect you want.
oh i thot frequency was how many times per texture length. :o so what is that then?
no…folx… i’m done with that stage… now i want to “blend” (i think you call it that) my model, attachin grassmodels on the texture…