Skoro nalegasz, choć to trochę bez sensu pisać same shadery bez tekstur:
[b]ściana z \"blaskiem wody\"[/b]
textures/lukin_01/wallshine
{
qer_editorimage textures/lukin_01/wallshine.tga
q3map_globaltexture
{
map textures/lukin_01/wall-03.tga
rgbgen identity
}
{
map textures/lukin_01/water-dark.tga
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
{
map textures/lukin_01/water-shine.jpg
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
tcMod turb 0 .2 0 .1
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
[b]świecące szkło[/b] (dobre do neonów, teksturę wody można zamienić na jakąś sensowniejszą
textures/lukin_01/glasswater
{
qer_editorimage textures/lukin_01/water-dark.tga
q3map_lightimage textures/lukin_01/lukin_01_up.tga
q3map_backsplash 0 0
q3map_surfacelight 500
q3map_lightsubdivide 32
surfaceparm nolightmap
surfaceparm trans
{
map textures/lukin_01/water-dark.tga
tcGen environment
tcMod turb 0 0.1 0 0.1
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .025 -.001
blendfunc GL_ONE GL_ONE
}
}
[b] jak wyżej, dodatkowo \"blask wody\"[/b]
textures/lukin_01/water-shine
{
qer_editorimage textures/lukin_01/water-shine.tga
q3map_lightimage textures/lukin_01/lukin_01_up.tga
q3map_backsplash 0 0
q3map_surfacelight 1000
q3map_lightsubdivide 32
//surfaceparm nolightmap
surfaceparm trans
{
map textures/lukin_01/water-shine.tga
tcGen environment
blendFunc GL_dst_color GL_one
tcmod scale .5 .5
tcmod transform 1.5 0 1.5 1 1 2
tcmod scroll -.05 .001
}
{
map textures/lukin_01/water.tga
blendFunc GL_dst_color GL_one
tcmod scale .5 .5
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .025 -.001
}
{
map textures/lukin_01/water-dark.tga
blendFunc GL_dst_color GL_one
tcmod scale .5 .5
tcmod transform 1.5 0 1.5 1 1 2
tcmod scroll .025 -.001
}
}
[b]ściana z \"blaskiem wody\" i bumpmappingiem[/b]
textures/lukin_01/wallshine-02
{
qer_editorimage textures/lukin_01/wall-01.tga
q3map_globaltexture
q3map_normalimage textures/lukin_01/znormal-wall-01-02.jpg
{
map textures/lukin_01/wall-01.tga
rgbgen identity
}
{
map textures/lukin_01/water-dark.tga
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
{
map textures/lukin_01/water-shine.jpg
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
tcMod turb 0 .2 0 .1
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
[b]efekt \"corony\"[/b]
textures/lukin01/corona_w
{
cull disable
surfaceparm nomarks
surfaceparm nolightmap
deformVertexes autosprite
{
clampmap textures/lukin01/corona_w.jpg
blendFunc add
rgbGen identity
}
}
[b]bumpmapping[/b]
textures/lukin01/wall01
{
surfaceparm metalsteps
q3map_lightmapsamplesize 3
q3map_normalimage textures/lukin01/wall01normal.jpg
{
map $lightmap
//można też dodać rgbGen identity w tym miejscu
}
{
map textures/lukin01/wall01.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}
[b]liście[/b]
textures/lukin01/leafes
{
cull disable
surfaceparm trans
surfaceparm nomarks
tessSize 128
deformVertexes wave 30 sin 0 3 0 .2
deformVertexes wave 100 sin 0 3 0 .7
{
map textures/lukin01/leafes.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
}
[b]pajęczyna[/b]
textures/lukin01/net
{
cull disable
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm trans
surfaceparm nonsolid
tessSize 256
deformVertexes wave 30 sin 0 3 0 .2
{
clampmap textures/lukin01/net.tga
blendFunc add
}
}
[b]witraż[/b]
textures/lukin01/witraz01
{
qer_editorimage textures/lukin01/witraz01.jpg
surfaceparm trans
cull none
surfaceparm lightfilter
qer_trans 0.5
{
map textures/lukin01/witraz01.jpg
blendfunc gl_dst_color gl_zero
}
}
Widzieliście to?
[b]Futro/trawa[/b]
// ------------------------------------------------------------------------------
// q3map 2 fur demo shader
// this is expensive, so use it sparingly :)
// note, this can be used with terrain shaders to have a layer with grass...
//
// ydnar@shaderlab.com
// ------------------------------------------------------------------------------
// ------------------------------------------------------------------------------
// sky shader for demo
// ------------------------------------------------------------------------------
textures/fur/sky
{
q3map_surfacelight 100
q3map_sun 1 .85 0.5 65 -30 60
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
{
map textures/fur/sky.tga
}
}
// ------------------------------------------------------------------------------
// base texture
// ------------------------------------------------------------------------------
textures/fur/pink_base
{
q3map_cloneshader textures/fur/pink_fur
{
map $lightmap
}
{
map textures/fur/pink_base.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
// ------------------------------------------------------------------------------
// fur texture
// ------------------------------------------------------------------------------
textures/fur/pink_fur
{
q3map_lightimage textures/fur/pink_fur.q3map.tga
q3map_notjunc
q3map_nonplanar
q3map_bounce 0.0
q3map_shadeangle 120
// format: q3map_fur
q3map_fur 8 1.25 0.1
surfaceparm trans
surfaceparm pointlight
surfaceparm alphashadow
surfaceparm nonsolid
surfaceparm noimpact
// cull none
nomipmaps
{
map textures/fur/pink_fur.tga
//alphaFunc GE128
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
}
}
Wygląda super, ale fpsy spadają \"na łeb, na szyje\".