Plan for Mz
by Mz · 11/03/2002 (10:55 am) · 1 comments
Here's a quick shot of some improvements we're making for our game in progress, Underhive

You're seeing transparent objects, done by Corvidae
You're also seeing an implementation (maybe 1/3 done) of the Quake 3 shading language under torque. The demon faces you see are an additional pass in the shader, layered over a background image that's being rotated at 10 degrees per second.
My Plan? Get the shading language feature complete, then start collapsing them with multitexture extenstions, then get the engine to sort by shader to minimize state changes.
My shader, for the curious (commented keywords are working, but aren't pixtured here):
fps/data/interiors/trans/components/marble
{
light 1
q3map_surfacelight 400
// polygonOffset
// deformVertexes wave 10 sin 0 0.5 0.1 0.8
{
map textures/organics/wire02a_f.tga
// animMap 10 textures/organics/wire02a_f.tga textures/sfx/flameball.tga
// blendFunc GL_ONE GL_ZERO
tcMod rotate 10
}
{
map textures/sfx/demonltblackfinal_glow2.jpg
blendFunc add
}
}
Placeholder textures are from Quake 3 Arena, by ID software.

You're seeing transparent objects, done by Corvidae
You're also seeing an implementation (maybe 1/3 done) of the Quake 3 shading language under torque. The demon faces you see are an additional pass in the shader, layered over a background image that's being rotated at 10 degrees per second.
My Plan? Get the shading language feature complete, then start collapsing them with multitexture extenstions, then get the engine to sort by shader to minimize state changes.
My shader, for the curious (commented keywords are working, but aren't pixtured here):
fps/data/interiors/trans/components/marble
{
light 1
q3map_surfacelight 400
// polygonOffset
// deformVertexes wave 10 sin 0 0.5 0.1 0.8
{
map textures/organics/wire02a_f.tga
// animMap 10 textures/organics/wire02a_f.tga textures/sfx/flameball.tga
// blendFunc GL_ONE GL_ZERO
tcMod rotate 10
}
{
map textures/sfx/demonltblackfinal_glow2.jpg
blendFunc add
}
}
Placeholder textures are from Quake 3 Arena, by ID software.

Torque Owner Luke Jones
If not, any pointers for us who want to try?