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Glass

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Qworkshop3 Tutorials

Glass Tutorial - by Louie "KnightBK" Doulias

One of the most complained about aspects of editing Quake 3 is the lack of glass textures for creating windows.  
Till now, it has been a pain but this tutorial will give you the shaders, images and the know how to go out and create 3 types of Glass's textures in your map and probably set you on a good start to creating your own by experimentation. 
I created these shaders myself for my mod, Prisoners of War.
Download the textures and shaders here

1.  Directions:

Download the glasstut.zip file and unzip the following files to the following directories:
plainglass.tga  --->  baseq3/textures/glass/
darkglass.tga  --->  baseq3/textures/glass/
blueglass.tga  ----> baseq3/textures/glass/
glass.shader   ---->baseq3/textures/scripts/

After this is complete, edit the "shaderlist.txt" file in baseq3/textures/scripts/ and put the word "glass" in the bottom line.  This tells QER that you have a new shader file it can use.  Now restart QER and notice how you have a new GLASS listing in the textures menu.

2.  Applying Glass Texture

a.  Create a square brush as you normally would in QER.
b.  Shift-Click to select brush, then go into the COMMON texture group and apply the texture "No Draw" to all faces of the brush.
c.  Ctrl-Shift to select the brush FACE that you want to put the glass on, then go to the GLASS texture group and load them.  Hit "T" to bring up the textures display.   The textures that have the white highlight are the shaders that you must use.  Pick one.
d.  Congrats, you should now see a brush with one of the glass textures applied to it.

Use Q3Build to compile your map as you normally would, and you will have glass in your level now.

3.  Few Warnings:

-If the files in the zip are not installed to the correct directory as stated in step 1, you will not get these to work.
-If you want to edit these shaders, I HIGHLY recommend that you just create a dumby shader at the bottom of the list and try experimenting.  That way you wont screw up your good shaders.
-If a friend tries to play the maps with the glass I created here, you must make sure that the PK3 file your map is installed in also has the glass.shader and the 3 .tga textures in it as well as placed in the appropriate directory or they will not work.

Glass Shader Decriptions :

1.  Plainglass Shader:
This shader is just a darkish transparent texture that works well as a plain window.  If you use the pink "no draw" textures, it will be solid.  If you use the "no draw/non solid" textures, it will be glass that is not solid and can be shot and walked through.

textures/glass/plainglass
{
 surfaceparm nolightmap
 surfaceparm nonsolid
 cull twosided
 {
  map textures/glass/plainglass.tga
  tcGen environment
  blendfunc GL_ONE GL_ONE
                }
}

2.  Blueglass Shader:
The Blueglass shader is a modification of another shader in Quake 3.  I use it the most in my maps because it has a nice "shine" to it.  I've also giving it a bit of a swirling affect that you can see if you look at it for a while.

textures/glass/blueglass
{
 surfaceparm nolightmap
 surfaceparm nonsolid
 cull twosided
                 {
                  map textures/glass/blueglass.tga
                  tcGen environment
                  tcMod turb 0 0.01 0 0.01
                  tcmod scroll .0 .0
                  blendfunc GL_ONE GL_ONE
                  }
}
 

3.  Darkglass Shader:
This is one is a really cool shader.  It has a chrome like effect as you move around and look at it.

textures/glass/darkglass
{
qer_trans .5
surfaceparm trans
surfaceparm solid

                      cull disable
                      {
                      map textures/effects/tinfx.tga
                      tcgen environment
                      blendfunc gl_one gl_one
                      rgbGen identity
                      }
                      {
                      map $lightmap
                      blendFunc gl_dst_color gl_zero
                      rgbgen identity
                      }
}

Louie "KnightBK" Doulias
Project Manager/Designer
Black Knight Productions
http://www.og-world.com/bkp/

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks