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quake3's models


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#1 MaNiAk   Members   -  Reputation: 122

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Posted 29 July 2001 - 10:02 AM

How does Q3 do all that cool stuff with its models? (static in crashes hemlet, shiny cloths, shiny glasses, etc.) I really want to implement that into an OpenGL engin, i was wondering if all that crap was a multipass operation.

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#2 zedzeek   Members   -  Reputation: 528

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Posted 29 July 2001 - 11:08 AM

q3a uses its own shader language take a look at the *.shader files for examples of it. basically all it does is draw the same mesh with multiple passes eg draw the mesh with a base texture first then draw the hair with an enviromently mapped texture to make the hair shine.

#3 MaNiAk   Members   -  Reputation: 122

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Posted 29 July 2001 - 06:19 PM

I appreciate the response it helped alot. Now the only thing is implementing in code :-(.

#4 SirKnight   Members   -  Reputation: 316

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Posted 29 July 2001 - 06:48 PM

There is a document called Quake 3 Shader Specs or something like that. You may wanna check that out. I dont have the URL anymore.

-SirKnight

#5 Elixir   Members   -  Reputation: 122

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Posted 29 July 2001 - 06:58 PM

Quake 3 Shader Spec
I suggest you pick up the OpenGL Red Book (OpenGL Programming Guide Third Edition) if you havn''t already. Its a great book and will teach you just about everything that you should know about OpenGL (this includes multitexturing).

Just remember to keep realistic goals as well. I don''t mean to put you off, but don''t expect to be able to realistically recreate Quake 3. John Carmack is heralded as a master coder for a reason.





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