Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Wed Jan 12, 2011 5:43 am
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I've never heard of the "Quake III - Revision 5" that's on the top left-hand corner. Is it some sort of beta or something like that? AFAIK, the only Q3 protos out there are the IHV Test and Q3Test.
Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Wed Jan 12, 2011 7:21 pm
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Q3 Rev.5 seems like a custom patched version of the IHV leak with a few additional variants of tim_dm1.bsp (with powerups & no fog) as well as fixed weapon textures and sounds.
Overall nice fixes but I was wondering if anyone here got the Q3 stained glass logo to render correctly. I got the overlay texture translucent but the surface below that texture is just bright red and not reflexive like in the techdemo Carmack presented at Macworld.
Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Thu Jan 13, 2011 1:03 am
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thedoctor45 wrote:
Q3 Rev.5 seems like a custom patched version of the IHV leak with a few additional variants of tim_dm1.bsp (with powerups & no fog) as well as fixed weapon textures and sounds.
Overall nice fixes but I was wondering if anyone here got the Q3 stained glass logo to render correctly. I got the overlay texture translucent but the surface below that texture is just bright red and not reflexive like in the techdemo Carmack presented at Macworld.
I have attached screenshots:
My IHV doesn't even render the glass as transparent. It's just the texture.
My guess as to why it isn't working for anybody is that it used some sort of trick that can't be replicated on modern graphics cards. That's really the only "technical" explanation I can think og outside of "it is broken in the IHV Test".
I'm on an nVidia card btw - afaik the Test was designed for ATI graphics specifically when it was first presented. Maybe the effect only works properly on ATI Radeon cards...
Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Thu Jan 13, 2011 2:59 am
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thedoctor45 wrote:
to make it translucent you have to edit gothic_block.shader in the baseq3/scripts folder: I'm on an nVidia card btw - afaik the Test was designed for ATI graphics specifically when it was first presented. Maybe the effect only works properly on ATI Radeon cards...
Anyone here with an ATI card?
Here's what I got:
What it looks like at a distance:
What it looks like when I semi-clip through the glass
Looks like it's partially working; it works when you're looking through the initial glass texture but not anywhere else. I'm using an Nvidia 260 GTX.
Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Thu Jan 13, 2011 5:05 am
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that leads me to the conclusion that the gothic_block texture needs to be rendered invisible when viewed from behind (just like the first portal at the beginning of the level) - that way only one glass texture can be seen at a time and they don't overlap.
In Carmack's presentation there was no second glass texture visible behind the first one so it must have been set as invisible.
But how to implement this in the code, I have no idea....
Post subject: Re: recently fond my collection of quake3 stuf I thought I l Posted: Thu Jan 13, 2011 5:33 am
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ok some progress, removing "cull twosided" from the code seems to have exactly the desired effect, but the red area is still there - however if I noclip out of the level the glass is now properly rendered - if I jump back into the level it's all opaque again...
Here's a screenshot to proove it:
argh, so close...
Unfortunately I know too little about these things - a skilled Q3 mapper/modder could probably do more.
Last edited by thedoctor45 on Fri Jan 14, 2011 3:30 am, edited 1 time in total.
I have included bat launcher which you can find in the Map Launcher directory- they allow you to play some of the maps with bots and fix the stained glass issue - I strongly suggest that you use them.
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