Fur
q3map_cloneshader
q3map_extrashader
q3map_fadealpha (N)
q3map_fur
q3map_replicate
In order to make it work with a terrain shader, set up one of your layers with:
q3map_cloneshader textures/blah/grass_furshader
Also, make sure you also have blend layers use this. For best results, the
"grassy" layer should be the highest numbered layer, so that it gets
alphablended properly and the grass will fade out.
Originally posted by scourge34:
could the fur shader be used to show an aura or glow around an object? if there
is another way to do this i apologize for the ignorance. just curious.
Anyway, to answer your question, yes. You can use the furshader functionality to
do a "glow" around an object. Add this to your shader that you want a
glow on:
q3map_cloneshader textures/scourge34/glow
The actual glow shader (faint white):
textures/scourge34/glow
{
q3map_notjunc
q3map_nonplanar
q3map_bounce 0.0
q3map_shadeangle 120
// format: q3map_fur
// this is glow, so one 1 layer, offset of 8 units, 0.5 fade
q3map_fur 1 8.0 0.5
surfaceparm trans
surfaceparm pointlight
surfaceparm nonsolid
surfaceparm noimpact
{
map $whiteimage
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
y
ydnar> it's just two new shader keys: q3map_extrashader and q3map_replicate.
this will be useful for doing grass on terrain maps. RR2DO2, this setup is
generic enough that you could have self-shadowing fur if you have the patience
to light it. you'd have to set the lightmap scale on the fur layers to a small
value.
LordSquart> replicate? extrashader? what they do? replicate is for grass i
think..
RR2DO2> replicate is the number of layers to replicate extrashader I think
ydnar> yep. it's a post-process thing. it's going to use the same code as
celshading. you'll see.
RR2DO2> hmm, ydnar.
ydnar> yeah?
RR2DO2> any chance you could define extra extra shaders? could make a
holographic layered heightmap :)
ydnar> sure
RR2DO2> although might as well do that with brushes
ydnar> Hmm. need one more key. q3map_fadealpha N
ydnar> ooh. you can envmap this stuff too :) that'll be so fly.
RR2DO2> hmm specular might look interesting too
ydnar> yeah
RR2DO2> gimme a pk3 :)
ydnar> hold up a sec... trying lighting now.
RR2DO2> that self-shadowing? 3 looks like it is blending too much
ydnar> yeah, it self shadows, but not per-hair. though you could do that. the
shader I'm using has a simplified q3map_lightimage + alphashadow. I'm really
surprised at how well it works with so few layers.
RR2DO2> that's 6 layers?
ydnar> 8
RR2DO2> hmm. will it work on mapmodels?
ydnar> anything.
RR2DO2> kewl :)
ydnar> Fur() runs just prior to models getting filtered into the tree
{wf}shadowspawn> well. ferns would look cooler, with some moderation of
course. ivy. wonder if they could be made to move like deform vertexes move.
ydnar> yeah, it could be made to move. swirl a little, bulge, anything
RR2DO2> r_showtris looks funky :)
Jabby> what does fur look like on something more simple?
RR2DO2> lol
ydnar> heh
RR2DO2> shoot it with a railgun
ydnar> why?
RR2DO2> and leave big glowing things under the skin :)
ydnar> ahhh, good call. I suppose you could have places with 32 layers that
would look really nice, but it'd have to be confined to planters, or tiny
objects. btw, alphaFunc just doesn't work right. going to play with it more, see
if I can get it looking good.
RR2DO2> the thicker the fur the more layers to make it look right really.
ydnar> yeah. I used a fairly coarse alpha channel on that one. the original
pink pictures were with a much finer noise
ydnar> haha. you know, when I was in Quake 3, looking at this model, I
actually thought it was "cute".
RR2DO2> he he
ydnar> amazing what fur will do to some crappy patch meshes :)
RR2DO2> hmm. furshaded map for next geo competition. :)
Jabby> damn, that's pretty dope fish
REV6|Vile> why do we need fur :o
{wf}shadowspawn> grass
RR2DO2> on terrain
{wf}shadowspawn> weeds
REV6|Vile> :D
RR2DO2> and teddy bears
{wf}shadowspawn> yea man pink ones
REV6|Vile> god how dumb am i
ydnar> Let's be honest here, it's a total fucking gimmick.
REV6|Vile> :(
RR2DO2> he he
ydnar> Furry Quake 3 maps? C'mon.
RR2DO2> but it's wubbly!
{wf}shadowspawn> jeez 23 fps
RR2DO2> and will teach ppl to be good
ydnar> it's so cwute.
RR2DO2> let's have a rainbow too
REV6|Vile> next map i make is all fur
{wf}shadowspawn> heheh. i want to make tiny tribble func_trains
REV6|Vile> flying fur balls
|