hi every body !
I am working on a project where I une Q3 maps in the dark basic engine.
I compile map files into bsp and I put alle the bsp need (textures, models, ...) into a pk3 file (it's like a zip file).
but there il a problem: in quake 3, some effects likt water or transparency are made by using shaders.
they are compatible with the Db engine,
but some of them work, and some of the don't.
for example, th water works:
here is the water shader:
textures/liquids/clear_ripple1
{
qer_editorimage textures/liquids/pool3d_3.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
cull disable
deformVertexes wave 64 sin .5 .5 0 .5
{
map textures/liquids/pool3d_5.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod transform 1.5 0 1.5 1 1 2
tcmod scroll -.05 .001
}
{
map textures/liquids/pool3d_6.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .025 -.001
}
{
map textures/liquids/pool3d_3.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .25 .5
tcmod scroll .001 .025
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
but I've got a shader for plants that doesn't :
}
textures/plants/plant02
//A tall fern
{
cull disable
surfaceparm alphashadow
deformVertexes autoSprite2
surfaceparm trans
{
map textures/plants/plant02.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
{
map $lightmap
rgbGen identity
blendFunc filter
depthFunc equal
}
}
if someone knows about this kind of stuu with darkBasicPro, can he help me please ?
thanks
masterJed