Just wondering, does anyone know how the blue Quad Damage lighting was done in Quake 3?
Quake 3 Quad Damage Lighting
Started by KwamiMatrix, Jun 17 2001 02:13 PM
13 replies to this topic
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#2 Members - Reputation: 1102
Posted 17 June 2001 - 02:50 PM
I assume just a bluish light glow, if you''re referring to the glow around your player.
If you''re talking about the bluish see-through texture on the weapons and such, it''s probably just a slightly-enlarged model rendered with a blue texture with alpha-blending
If you''re talking about the bluish see-through texture on the weapons and such, it''s probably just a slightly-enlarged model rendered with a blue texture with alpha-blending
#8 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 18 June 2001 - 01:36 PM
I beleive the way the Quad Shell was done is by translating each vertex of the model by it''s lighting normal?
That would make the shell even around the entire mesh an even one unit around the model.
That would make the shell even around the entire mesh an even one unit around the model.
#11 Members - Reputation: 122
Posted 25 June 2001 - 04:43 AM
They might be using a spherical environment map too, the envmap could consist of mostly blue with some silver strips. This would give it that cool look.
Jason A.
DelphiGL (http://delphigl.cfxweb.net)
Jason A.
DelphiGL (http://delphigl.cfxweb.net)
#13 Members - Reputation: 122
Posted 25 June 2001 - 07:29 AM
Could be they are rotating the texture matrix every frame.
Jason A.
DelphiGL (http://delphigl.cfweb.net)
Jason A.
DelphiGL (http://delphigl.cfweb.net)
#14 Members - Reputation: 124
Posted 25 June 2001 - 11:15 PM
Quake3''s quad damage effect on models is done through the renderer scripting system "Shaders".
The shader for the quad damage effect is:
powerups/quad
{
deformVertexes wave 100 sin 3 0 0 0
{
map textures/effects/quadmap2.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
//tcMod turb 0 0.2 0 .2
tcmod scroll 1 .1
}
}
The shader for the quad damage effect is:
powerups/quad
{
deformVertexes wave 100 sin 3 0 0 0
{
map textures/effects/quadmap2.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
//tcMod turb 0 0.2 0 .2
tcmod scroll 1 .1
}
}






