Shaderlab 1337 (x-post from Q3W LEM)


(ydnar) #1

With apologies to Bert Peers…

Shaderlab 1337

Demonstrating new sky, and 5-taste alphaMod volume technique. Phear.

BSP and map included, free to use in non-commercial maps/mods as usual. Enjoy highest quality!!

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(Enforcer) #2

Very Sweet! Cant wait to check it out in-game :rocker2:

Wow nice work. I love the fog and the sky they go together very well and it works out nicely


(The Wanderer) #3

You got to let me in on how you made that sky texture. It’s fudging incredible. Did you use one of those terragen-like software, did you have pictures that you manipulated in photoshop, how…HOW HOW? :eek3:


(rgoer) #4

photographs carefully painted together


(BXpress) #5

sky roxx :wink:


(Loffy) #6

Yeah, it looks sunny now. But just wait until the rain - it must be terrible sitting there, on those pillars in the sky.
Seriously, very nice work Ydnar.
// Loffy


(michi.be) #7

very schön. :wink:
i like it. but thats the “wavy” look then it scrolls? i already noticed it with the “mars-sky” some time ago.


(Hewster) #8

:open_mouth:


(G0-Gerbil) #9

I feel the map is unbalanced, there’s only 1 route from end to end meaning defence can easily camp it.

:wink:


(ratty redemption) #10

very nice, and thanx for the sameple.pk3 :slight_smile:

but why is it called 5-taste alphamod volume?

off topic: why the apologie to Bert Peers, who ever that is?


(Fracman) #11

Bert Peers? I think Ydnar means the Author of Q3ASE, the Q3 Arena Shader Editor… see http://bpeers.com/ for details
In Q3ASE you can edit a shader using a tree display and apply it to MD3 models right in the preview… the only really missing thing in ShaderEd :wink:
Too bad the development of Q3ASE has stopped :frowning:

Btw. the Shaderlab_1337 sky looks very nice… /me loves clouds like these :smiley:


(shazmax) #12

I loved the Q3ASE tool - why did development stop on it?


(Davros) #13

woaah, looks better than a stalker sky


(MadJack) #14

Because he wanted to go into “Doom3” devel tools… Anyway that’s what he told me last time chatted. I used to be in his readme :smiley:

I though he’d removed Q3ASE… I was wondering if it was still available somewhere… Thanks for the link Fracman!

EDIT: What do you know…

Dany “BinaryOfLard” Rioux for testing and some great feature ideas

I’m still there :smiley: Woohoo! :wink:


(ratty redemption) #15

thanx guys for explaining who Bert Peers is, I didn`t like being completely in the dark about something :slight_smile:

I`d still like ydnar or someone to explain the difference if any between, 5-taste alphamod volume and normal alphamod volume blending?

also am I the only one drooling over the blending below sky level in this test map? :wink:


(shazmax) #16

Was this based off of this - http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20040311-6-027331.html

Anyways I’m testing it out right now and will post some picts of what I’m getting.


(shazmax) #17

Been messing with so many daytime shaders my heads spinning. But this knocked out the jaggies I was having problems with. Anyways:

and -


(ratty redemption) #18

nice pics shazmax, although maybe a little bright?


(shazmax) #19

Thnx - might be a bit bright still. Funny you say that though I knocked the intensity from 400 to 140. Might have to bump down the skylight to 30 and try that then?
What I used:
q3map_sunExt 1 1 1 140 -80 25 3 32
q3map_skyLight 100 6

BTW -
I re-edited my pictures so you can see the temple cloud image that I was trying to emulate. Check above. Not sure what effect it will have on FPS if this is viewed from a long distance.


(ratty redemption) #20

@shazmax, your values look fine, but you could tweak them further, as they could go lower imo.

also is your particle smoke coming out from the top of the temple or behind it? maybe you could have a custom shader that cycles through various rgbgen colors instead of just black smoke?