• Advertisement

Archived

This topic is now archived and is closed to further replies.

quake3's models

This topic is 6021 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Advertisement
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.

Share this post


Link to post
Share on other sites
I appreciate the response it helped alot. Now the only thing is implementing in code :-(.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

  • Advertisement