Author Topic: surfaceparm flesh  (Read 9460 times)

Odin

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surfaceparm flesh
« on: August 26, 2007, 08:11:03 am »
I would much like this to be implemented(completed code).

Many of us have probably thought of making a map who's setting is inside of a huge alien, or inside the alien hive. Shooting the wall should result in blood, and a fleshy sound, and we can't achieve this affect.

My suggestion: Make surfaceparm flesh cue alien blood(green), since a map who's setting is inside of a red-blooded organism is unlikely in the world of Tremulous.

If it actually is complete, ignore this. I read that it's incomplete http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/

==Troy==

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« Reply #1 on: August 26, 2007, 08:52:45 am »
I was actually thinking about it and you CAN do it, if you spend some time writing shaders, which is not that hard after all.

What you need is a texture alteration (Sin in both directions), which will provide you a "wavy" feeling of the surface. You can also specify a hitsounds and stepsounds for the surface via shaders. I am not very shure about blood splatter, but the rest is pretty much doable with the current setup.

Taiyo.uk

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« Reply #2 on: August 26, 2007, 12:40:08 pm »
I'd like a more generalised shader system that allows the mapper to specify an arbitrary footstep sound, impact sound, impact decal and blood particle type. In that way a rage of flesh effects can be produced.

Odin

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« Reply #3 on: August 27, 2007, 04:46:35 am »
Quote from: "==Troy=="
I was actually thinking about it and you CAN do it, if you spend some time writing shaders, which is not that hard after all.

What you need is a texture alteration (Sin in both directions), which will provide you a "wavy" feeling of the surface. You can also specify a hitsounds and stepsounds for the surface via shaders. I am not very shure about blood splatter, but the rest is pretty much doable with the current setup.
I already know this.

The point is to finish the (supposedly incomplete) surfaceparm flesh code.

Lava Croft

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« Reply #4 on: August 28, 2007, 10:44:52 pm »
p0m succeeded in creating a 'creep' shader that would bleed when shot, if I recall correctly.

Paradox

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« Reply #5 on: August 29, 2007, 01:01:16 am »
Cant you also use a particle system to create a blood effect?

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Odin

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« Reply #6 on: August 29, 2007, 01:05:29 am »
You can't really specify events like being shot/etc in a shader.

Kaleo

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« Reply #7 on: August 29, 2007, 10:25:24 am »
The UrT devs did something similar with their glass/grass/wood shaders.

You shoot them, you get a special decal and a special thing flying off it... the wood has a hole and splinters. the glass has a crack and shards and the grass has a sound... combine them and voilá
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CATAHA

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« Reply #8 on: August 31, 2007, 01:03:11 pm »
Any shader examples or links?  :roll:
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p0m

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« Reply #9 on: August 31, 2007, 01:13:47 pm »
Quote from: "Paradox"
Cant you also use a particle system to create a blood effect?


http://p0m.net/tremulous/gantry/shot0017.jpg

Like those?

It's a particle that has a blood drop as its shader, and a bounce decal of a blood spatter.
img]http://img236.imageshack.us/img236/9799/userbar475207qy4.gif[/img]

CATAHA

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« Reply #10 on: September 03, 2007, 01:59:10 pm »
Quote
The UrT devs did something similar with their glass/grass/wood shaders.

Can we see source of this shaders? =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
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Paradox

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« Reply #11 on: September 03, 2007, 11:53:34 pm »
As for the particle system, thats what i meant, although i cant see it in the picture.

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Odin

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« Reply #12 on: September 04, 2007, 01:32:46 am »
Actually, I remember Goldeneye having something similar for glass shaders. If you shot the glass it'd make a unique bullet hole for glass.

CATAHA

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« Reply #13 on: September 04, 2007, 02:49:37 pm »
Placing dots over i... no one know ho in tremulous can be maked alternative bullet markers (also no one know how make some surface emmit particles when bullet shoot it).
Russian q3/trem mapping site: http://tremlair.krond.ru/
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Vector_Matt

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« Reply #14 on: September 04, 2007, 05:36:17 pm »
Quote from: "CATAHA"
no one know ho in tremulous can be maked alternative bullet markers (also no one know how make some surface emmit particles when bullet shoot it).
Wrong, many people know how. The problem is actually getting aorund to it, and getting it to work without slowing Tremulous down to much.

CATAHA

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« Reply #15 on: September 05, 2007, 03:20:42 pm »
Mirrors also making trem slowly.. but ppls using it... a lot. So. If 'many ppls' know how do that, may be one of this legendary Guru can tell how he make it? =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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Vector_Matt

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« Reply #16 on: September 05, 2007, 03:45:30 pm »
Quote from: "CATAHA"
Mirrors also making trem slowly.. but ppls using it... a lot.
I can only think of one map that has a mirror. And it's not a default map.
Quote from: "CATAHA"
So. If 'many ppls' know how do that, may be one of this legendary Guru can tell how he make it? =]
If someone had made it already they would have posted it. The problem is time. It is easy to add, but it takes lots of time and commitment. And most of us who could add it, are rather busy, or wouldn't be very commited to doing it.

If you want to add it, then go learn how to program and do it yourself, instead of asking one of us to tell you how to add it. If we could tell you how to add it, we would have done it ourselves and saved time.

And please try to use proper english. e.g. use "people" instead of "ppls", "Mirrors make trem run slower" instead of "Mirrors also making trem slowly" ("Mirrors also making trem slowly" implies that mirrors are helping to create trem, but they are doing it slowly.) etc.

Paradox

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« Reply #17 on: September 05, 2007, 05:44:50 pm »
Mirror maps:
2 off the top of my head:
Pulse
Metro

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CATAHA

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« Reply #18 on: September 05, 2007, 07:49:20 pm »
Quote from: "Vector_Matt"
Quote from: "CATAHA"
Mirrors also making trem slowly.. but ppls using it... a lot.
I can only think of one map that has a mirror. And it's not a default map.
Quote from: "CATAHA"
So. If 'many ppls' know how do that, may be one of this legendary Guru can tell how he make it? =]
If someone had made it already they would have posted it. The problem is time. It is easy to add, but it takes lots of time and commitment. And most of us who could add it, are rather busy, or wouldn't be very commited to doing it.

If you want to add it, then go learn how to program and do it yourself, instead of asking one of us to tell you how to add it. If we could tell you how to add it, we would have done it ourselves and saved time.

And please try to use proper english. e.g. use "people" instead of "ppls", "Mirrors make trem run slower" instead of "Mirrors also making trem slowly" ("Mirrors also making trem slowly" implies that mirrors are helping to create trem, but they are doing it slowly.) etc.

Real creator must use manuals and others expirence. If no one wanna help, then i will try do that myself. But I dont belive all 'too busy' for this. =]

PS Sorry 4 my english. Im lazy and learned basics of english language years ago. =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
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Vector_Matt

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« Reply #19 on: September 07, 2007, 12:48:28 am »
Quote from: "CATAHA"
Real creator must use manuals and others expirence.
Only at the start. Programmers usually have to go through a lot of trial-and-error before they get something to work right.

Lava Croft

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« Reply #20 on: September 08, 2007, 01:57:42 am »
Code: [Select]
quake3 mirror tutorial
Tried something like that in Google?