Jump to content

  • Log In with Google      Sign In   
  • Create Account

Quake 3 Quad Damage Lighting


Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
13 replies to this topic

#1   Members   -  Reputation: 122

Like
Likes
Like

Posted 17 June 2001 - 02:13 PM

Just wondering, does anyone know how the blue Quad Damage lighting was done in Quake 3?

#2   Members   -  Reputation: 1111

Like
Likes
Like

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

#3   Members   -  Reputation: 122

Like
Likes
Like

Posted 17 June 2001 - 05:42 PM

I see. I have to study my OpenGL lighting functions carefully to see if I can create something like that. I like the blue glow of the quad damage light.

Edem Attiogbe

#4   Members   -  Reputation: 122

Like
Likes
Like

Posted 17 June 2001 - 11:35 PM

Who doesnt?

#5   Crossbones+   -  Reputation: 1255

Like
Likes
Like

Posted 18 June 2001 - 04:22 AM

My guess is that they make a larger scaled model of the character and set the textures to some neat animated texture with specular lighting.

#6   Members   -  Reputation: 528

Like
Likes
Like

Posted 18 June 2001 - 11:05 AM

im guessing glPolygonOffSet(..)

http://members.xoom.com/myBollux

#7   Members   -  Reputation: 122

Like
Likes
Like

Posted 18 June 2001 - 01:25 PM

thanks all.

Edem Attiogbe

#8 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

Likes

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.

#9   Crossbones+   -  Reputation: 1255

Like
Likes
Like

Posted 18 June 2001 - 03:46 PM

Thats pretty much the same thing, isn''t it?

#10   Members   -  Reputation: 134

Like
Likes
Like

Posted 21 June 2001 - 08:02 AM

Seems like a scale would be a little bit easier

#11   Members   -  Reputation: 122

Like
Likes
Like

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)

#12   Crossbones+   -  Reputation: 1255

Like
Likes
Like

Posted 25 June 2001 - 06:20 AM

I never thought of that. Mind you, it changes when you are just standing there and not moving. Perhaps they are changing the coordinates of the texture/spheremap.

#13   Members   -  Reputation: 122

Like
Likes
Like

Posted 25 June 2001 - 07:29 AM

Could be they are rotating the texture matrix every frame.

Jason A.
DelphiGL (http://delphigl.cfweb.net)

#14   Members   -  Reputation: 124

Like
Likes
Like

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
}
}





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.




PARTNERS