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MaNiAk

quake3's models

4 posts in this topic

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