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Qworkshop3 Tutorials

Lens Flares
Lens Flares are some of the coolest "free" architectural additions you can make to a map.  They add quite a bit Visually and give you that warm, fuzzy feeling inside (not THAT fuzzy feeling ;) with virtually no performance hit on the engine.  Unfortunately, id Software didn't implement Lens Flares into the game, but with the use of Shaders you can get the same effect, if with a little more work.  With the use of this tutorial, you'll be pumping out maps with kick ass Lens Flare effects in no time.
Please download flarestut.zip first and follow the below tutorial.

*UPDATE* make sure your brush doesn't touch any other in the map as it will cause it to crash
 

1.  Directions:
Download the flarestut.zip file and unzip the following files to the following directories:
         blueflare.tga   --->  baseq3/textures/flares/
         redflare.tga     ---->baseq3/textures/flares/
         corona.tga      ---->baseq3/textures/flares/
         flares.shader   ---->baseq3/scripts/

         After this is complete, edit the "shaderlist.txt" file in baseq3/textures/scripts/ and put the word
         "flares" 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 FLARES 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/Non Solid" to all faces of the brush.
         c.  Ctrl-Shift to select the brush FACE that you want to put the flare on, then go to the
         FLARES 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.  Scale the brush and move it around accordingly, by hitting "S" to bring up texture properties.

3.  Few Warnings:

         -Make sure the Flare only appears on ONE SIDE of the brush or it will crash Quake 3.
         -Lens flares should be Non Solid so make sure you use that texture for the rest of the brush.
         -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 dummy 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.

Flare Shader Description:

I have included 3 shaders in the flarestut.zip file.  They are a red, blue and white lens flare effect.   Here is the listings for them:

1.  BlueFlare:  Just a plain blue light flare.
textures/flares/blueflare
{
    deformVertexes autoSprite
    surfaceparm trans
    surfaceparm nomarks
    surfaceparm nolightmap
    cull none
          {
            clampmap textures/flares/blueflare.tga
            blendFunc GL_ONE GL_ONE
          }
}

2.  Redflare:  Just a plain red light flare.
textures/flares/redflare
{
    deformVertexes autoSprite
    surfaceparm trans
    surfaceparm nomarks
    surfaceparm nolightmap
    cull none
          {
            clampmap textures/flares/redflare.tga
            blendFunc GL_ONE GL_ONE
          }
}
 

3.  Corona:  Perfect for "white" lights.
textures/flares/corona
{
    deformVertexes autoSprite
    surfaceparm trans
    surfaceparm nomarks
    surfaceparm nolightmap
    cull none
          {
            clampmap textures/flares/corona.tga
            blendFunc GL_ONE GL_ONE
          }
}

by KnightBK
Black Knight Productions
http://www.og-world.com/bkp/

 

 

 

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Bill Brooks © 1999
email contact: Bill Brooks