Shaders.....

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Shaders.....

Postby LiONz » Sat Jun 17, 2006 4:57 pm

shaders are not display in nexuiz 2.0
but when i run the map in q3 engine the shaders are there


Mod edit : Moved thread to editing
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Postby tZork » Sat Jun 17, 2006 5:45 pm

Darkplaces only supports one stage shaders
ex:

Code: Select all
textures/crystal3
{
   qer_editorimage textures/crystals/crystal1.tga
   q3map_lightimage textures/crystals/crystal1.tga
   qer_trans 0.5
   q3map_surfacelight 125
   {
      map textures/crystals/crystal1.tga
      rgbGen wave sin 0.9 0.2 0.6 0.6
   }

Anything below this point is ignored
Code: Select all
   {
      map textures/crystals/crystalenv.tga
      blendfunc filter
      tcGen environment
   }
   {
      map $lightmap
      blendfunc gl_dst_color gl_src_color
      tcGen lightmap
   }
}
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby LiONz » Sat Jun 17, 2006 6:10 pm

some maps from nexuiz 2.0 have shaders in that's way i was asking
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Postby esteel » Sun Jun 18, 2006 12:24 am

Are you sure this is still 100$ true? I think LordHavoc made a few changes so that more Quake3 like Shaders do work now..
Last edited by esteel on Thu Aug 31, 2006 8:38 pm, edited 1 time in total.
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Postby GreEn`mArine » Sun Jun 18, 2006 9:42 am

However, I get a lot of error/warning messages in the console about shaders when running various maps...
IRC quote:
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Postby tZork » Sun Jun 18, 2006 1:04 pm

esteel wrote:Are you sure this is still 100$ true? I think LordHavoc made a few changes so that more Quake3 like Shaders do work now..


Then no im not 100% sure, i was not aware that this has changed. Ill update my databanks ;)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby tZork » Sun Jun 18, 2006 1:08 pm

GreEn`mArine wrote:However, I get a lot of error/warning messages in the console about shaders when running various maps...


Yes.. this is becuz nexuiz now ships with "common-spog.pk3" from gtkradiant. This pk3 contains alot of "common" shaders used (mainly) to instruct the map compiler (q3map2) how to handle diffrent things like hidden faces in the geometry (caulk) and so on. The problem is that thise shaders are made for quake3 and contains keywords not handled by darkplaces, so dp will tell you this when it loads the shaders. Im not sure why this file is included at all - it should only be needed if you use a level editor afaik.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby KadaverJack » Sun Jun 18, 2006 2:09 pm

tZork wrote:Yes.. this is becuz nexuiz now ships with "common-spog.pk3" from gtkradiant. This pk3 contains alot of "common" shaders used (mainly) to instruct the map compiler (q3map2) how to handle diffrent things like hidden faces in the geometry (caulk) and so on.

No it doesn't. common-spog.pk3 (at least the one shipped with Nexuiz) just contains a bunch of textures, so shaders will be visible in gtkradiant.

The problem is that thise shaders are made for quake3 and contains keywords not handled by darkplaces, so dp will tell you this when it loads the shaders.

I would be happy to get rid of those keywords, but i don't know nothing about shaders, so i don't know if i break them by removing those keywords.

Im not sure why this file is included at all - it should only be needed if you use a level editor afaik.

Just to make a potential mapper's life a bit easier :)
I don't know why there is no entities.def or other files needed by gtkradiant though.
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Postby tZork » Sun Jun 18, 2006 3:59 pm

KadaverJack wrote:
tZork wrote:Yes.. this is becuz nexuiz now ships with "common-spog.pk3" from gtkradiant. This pk3 contains alot of "common" shaders used (mainly) to instruct the map compiler (q3map2) how to handle diffrent things like hidden faces in the geometry (caulk) and so on.

No it doesn't. common-spog.pk3 (at least the one shipped with Nexuiz) just contains a bunch of textures, so shaders will be visible in gtkradiant.

Yes you are right.. sry abt that i just assumed the scripts was there. They are in /scripts/common.shader in the main data*.pk3

The problem is that thise shaders are made for quake3 and contains keywords not handled by darkplaces, so dp will tell you this when it loads the shaders.

I would be happy to get rid of those keywords, but i don't know nothing about shaders, so i don't know if i break them by removing those keywords.

I dont think common.shader is even needed unless you are a mapper, but im not 100% sure. ill make a nexuiz compatible one for you if you like.
Im not sure why this file is included at all - it should only be needed if you use a level editor afaik.

Just to make a potential mapper's life a bit easier :)
I don't know why there is no entities.def or other files needed by gtkradiant though.

Not realy a good idea imo, when setting up a mapping enviroment the package (radiant) sets this up. Feel free to include my entities.def from the nexuiz support package for radiant ( http://www.games43.se/nexuiz/tools/nexuiz-radiant.zip )
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby LordHavoc » Mon Jun 19, 2006 12:23 am

tZork wrote:Anything below this point is ignored
Code: Select all
   {
      map textures/crystals/crystalenv.tga
      blendfunc filter
      tcGen environment
   }
   {
      map $lightmap
      blendfunc gl_dst_color gl_src_color
      tcGen lightmap
   }
}


That is not entirely true, it renders only the first layer, but it does check for $lightmap in later layers.

It also checks for rgbGen vertex.

Also deformVertexes autosprite/autosprite2 are supported, and alphafunc is partially supported (it is detected but the engine always uses GE128), blendfunc is fully supported.

And of course skyparms is supported.

It's a bit hard to explain what all is supported, but not much is.
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