ai wrote:I see you or someone else have used MapZone. :p
Those look like TRaK's textures, which were done in PS.
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ai wrote:I see you or someone else have used MapZone. :p
textures/bla/blabla-v1
{
qer_editorimage textures/bla/blabla_qei
q3map_shadeangle 120
surfaceparm nomarks
dp_normaldepth 4
{
map textures/bla/blabla_dark
}
{
normalmap textures/bla/noisemap
tcMod scale 0.1 0.1
}
}
tZork wrote:detail textures (the way i know them) can already be done in dp, to some extent. what you do is use a large scale rough "colour map" for texture and a normal map with the fine detail.
Darkplaces SVN, rev 9042 wrote:Support a separate texture matrix for the background layer.
Example shader stages using it:
{
map textures/savdm6ish/#lava1.jpg
}
{
map textures/final_rage/lava.blend.tga
tcMod rotate 50
tcMod scale 2 2
tcMod scroll 0.05 0.05
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
NOTE: you still have to specify alphaGen vertex, or DP will not use the
secondary stage! To allow static mixing of two textures, the second texture
currently must have its own alpha channel.
Stuff also possible with this: detail textures...
MirceaKitsune wrote:This also makes another thing possible: UT2004-style masked reflections / env-maps when gloss isn't enough
Oh m.. thats... mm.. perdy *drooling*FruitieX wrote:Done.
[-z-] wrote:Looking better FruitieX, are there any bump maps for these textures?
MirceaKitsune wrote:I believe more maps should be retextured with the new trak textures, and with the eX pack.
FruitieX wrote:MirceaKitsune wrote:I believe more maps should be retextured with the new trak textures, and with the eX pack.
I'm working on stormkeep next, from the unfinished stormkeep v2 by tZork.
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