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Bandera ondulante

Moderador: iddqd

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papilay

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Te tira un rayooo!!!

Mensajes: 2346

Registrado: Mié, 21 Jul 2010

Clan: *--[TNT]

Nota Jue, 27 Ene 2011

Bandera ondulante

Queres agregar banderas o papeles o ropa que ondulan al viento ??

Es facil, agregas esto a tu ut4_TuMapa.shader

  Código:
//Banners

textures/TuDirectorio/banner
{
        tessSize 64
        deformVertexes wave 194 sin 0 3 0 .4
        deformVertexes normal .3 .2
        surfaceparm nomarks
        cull none

        {
      map textures/TuDirectorio/banner.jpg
      rgbGen identity
   }
        {
      map textures/TuDirectorio/banner.jpg
                blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen identity
   }
        {
      map $lightmap
                blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
      rgbGen identity
   }
}


Nota importante: asegurate de tener el ut4_TuMapa.shader agregado en la lista del shaderlist.txt y copiado dentro del directorio scripts del .pk3

:iupi:
*--[TNT]Papilaywww.TNTesRARO.com.ar

anaconda escribió:no tenia ni idea que NutriaFeroz* eras vos papi, hasta que me hiciste una mansa violada, jajaja.
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iddqd

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Mensajes: 100

Registrado: Lun, 19 Jul 2010

Clan: *--[TNT]

Nota Jue, 27 Ene 2011

Re: Bandera ondulante

para el que quiera meter mano

tessSize <amount>
For consistency's sake, this really should have been called q3map_tessSize. But it wasn't. The tessSize shader controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during q3map processing, so maps must be reprocessed for changes to take effect.

Design Note: It can also be used on tesselating surfaces to make sure that tesselations are large, and thus, less costly in terms of triangles created.

deformVertexes wave <div> <func> <base> <amplitude> <phase> <freq>
Designed for water surfaces, modifying the values differently at each point. It accepts the standard wave functions of the type sin, triangle, square, sawtooth or inversesawtooth. The "div" parameter is used to control the wave "spread" - a value equal to the tessSize of the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world) .

deformVertexes normal <div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0>
This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will be no visible effect.

Specific parameter definitions for deform keywords:
<div> This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller values create a greater density of smaller wave forms occurring in a given area. Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves. To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture. A value of 100.0 is a good default value (which means your tessSize should be close to that for things to look "wavelike").

<func> This is the type of wave form being created. Sin stands for sine wave, a regular smoothly flowing wave. Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms. A square wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave. An inversesawtooth wave reverses this.

<base> This is the distance, in game units that the apparent surface of the texture is displaced from the actual surface of the brush as placed in the editor. A positive value appears above the brush surface. A negative value appears below the brush surface. An example of this is the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude.

<amplitude> The distance that the deformation moves away from the base value. See Wave Forms in the introduction for a description of amplitude.

<phase> See Wave Forms in the introduction for a description of phase)

<frequency> See Wave Forms in the introduction for a description of frequency)

Design Note: The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.


fuente: http://www.heppler.com/shader/

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