JaedenRuiner@Posted: Sun Aug 20, 2006 3:24 am    Post subject: A simple light shader...: Well,

Suffice it to say I broke down and just made a simple texture/material combo for my laser, and it apparently works well enough for me. All this visual stuff kind of ruins my mood because I know what I want but I don't know the language to describe it, nor do I know the vernacular of the graphics world to be able to understand what button or value or command in the material/particle/texture world will actually achieve my desired aim. Of course, yes, I could learn, but that time would be better spent for me learning PHP, xml, and a dozen other new programming languages, than to waste my frustrated time to attempt and achieve some semblance of "art".

Anyway. This is what I've got, and because I obviously don't know what I'm doing this is what it looks like:

Texture:


Material:
Code:

models/items/laser/laser
{
   translucent
   deform tube
   {
      blend add
      map lights/laser.tga
      //   scroll   time * 3 , time * 0   
      forcehighquality   
   }   
}


End Result in the game:


Naturally, that tubular effect expanding and fading the laser beam is not my intention. But with this imagery and description, I figured (in a naive hopeful sort of way) that someone could give me a quick fix of what I need to do to the material to get the texture of the beam to just render solidly, instead of fading in the distance, or growing in diameter.
(if anything it should slightly reduce in diameter the further away from the light source - the barrel of the gun, and possibly fade in the last, oh say 10% of the beam, but i'm not picky, just getting it to stay solid from start to finish would be just fine.)

Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner



ViPr@Posted: Sun Aug 20, 2006 3:41 am    Post subject: : the blurring out with distance is probably caused by trilinear filtering. i believe anisotropic filtering was designed to reduce this problem.


The Happy Friar@Posted: Sun Aug 20, 2006 4:58 am    Post subject: : i've seen mipmapping do this too. i belive using the "forcehighquality" keyword would help with that.
_________________
Things I've Learned



ViPr@Posted: Sun Aug 20, 2006 5:28 am    Post subject: : trilinear is gradated mipmapping


JaedenRuiner@Posted: Sun Aug 20, 2006 3:24 am    Post subject: A simple light shader...: Well,

Suffice it to say I broke down and just made a simple texture/material combo for my laser, and it apparently works well enough for me. All this visual stuff kind of ruins my mood because I know what I want but I don't know the language to describe it, nor do I know the vernacular of the graphics world to be able to understand what button or value or command in the material/particle/texture world will actually achieve my desired aim. Of course, yes, I could learn, but that time would be better spent for me learning PHP, xml, and a dozen other new programming languages, than to waste my frustrated time to attempt and achieve some semblance of "art".

Anyway. This is what I've got, and because I obviously don't know what I'm doing this is what it looks like:

Texture:


Material:
Code:

models/items/laser/laser
{
   translucent
   deform tube
   {
      blend add
      map lights/laser.tga
      //   scroll   time * 3 , time * 0   
      forcehighquality   
   }   
}


End Result in the game:


Naturally, that tubular effect expanding and fading the laser beam is not my intention. But with this imagery and description, I figured (in a naive hopeful sort of way) that someone could give me a quick fix of what I need to do to the material to get the texture of the beam to just render solidly, instead of fading in the distance, or growing in diameter.
(if anything it should slightly reduce in diameter the further away from the light source - the barrel of the gun, and possibly fade in the last, oh say 10% of the beam, but i'm not picky, just getting it to stay solid from start to finish would be just fine.)

Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner



ViPr@Posted: Sun Aug 20, 2006 3:41 am    Post subject: : the blurring out with distance is probably caused by trilinear filtering. i believe anisotropic filtering was designed to reduce this problem.


The Happy Friar@Posted: Sun Aug 20, 2006 4:58 am    Post subject: : i've seen mipmapping do this too. i belive using the "forcehighquality" keyword would help with that.
_________________
Things I've Learned



ViPr@Posted: Sun Aug 20, 2006 5:28 am    Post subject: : trilinear is gradated mipmapping