ailmanki Posted April 3, 2011 Share Posted April 3, 2011 (edited) Tripmines look like Lasermines, well not like I would have ever seen one.. lol. My queston are they trip mines or laser mines? Laser mines are a one place deal (streaching till they see another blocking object) They are o.k. but really not WW2. Trip mines (and we had them on an old RTCW mod) are placed on one object then the ENG goes to a second obj and sets the line. It takes longer to place but these are the crafty ones to use.quote from hereWell I would love to see that variant from that RTCW Mod. Though for the moment, for me it would be sufficient if it aint a laserline, but wire.Simply a red and blue wire, which is not transparent. Well very nice would be if we can just edit a shader - I have not checked that.? Edited April 3, 2011 by ailmanki Link to comment Share on other sites More sharing options...
Management gaoesa Posted April 3, 2011 Management Share Posted April 3, 2011 The tripmines are really not on my area. The line uses the railcore shader. The idea of making the arming 2 part operation is interesting. If you decide to test and find improvements using the shader. Please tell us about them. We can make a new shader for the tripmines of course if it is a usable approach. Link to comment Share on other sites More sharing options...
ailmanki Posted April 8, 2011 Author Share Posted April 8, 2011 Uhm I manged to modify it, but the results are not any good. I have to use "rgbGen Vertex" for it to get a teamcolor - e.g. blue/red.Once that rgbGen is active, I am unable to make it simply look like a wire. I think with a two stage shader or something, I would be able to correctly apply alpha channels - dunno. In any case it would be much simpler if it uses a separate shader for each team. Link to comment Share on other sites More sharing options...
ailmanki Posted April 11, 2011 Author Share Posted April 11, 2011 forgot to mention something. When I used blendFunc , multiple tripmines where not correctly draw, the lines where sometimes in wrong order .. some alpha sorting problem. Yet when I used alphaFunc GT128 .. it did sort them correctly, but that does only work with sharp alpha things... Having now installed 0.31 I reverted back to default laserwires. Will see if I have a good Idea. Link to comment Share on other sites More sharing options...
Management TheSilencerPL Posted April 11, 2011 Management Share Posted April 11, 2011 We don't have much of expertise in this area yet, so if you know some tricks with the shaders, feel free to experiment and provide the results, of course as you have already done. We decided to use the old tmines in 0.3.1 because the new ones are still not perfect. But tmines in 0.3.1 are now shader based, so you can continue your experiments on 0.3.1 without need to change the binaries to specially prepared for this purpose. Link to comment Share on other sites More sharing options...
Management TheSilencerPL Posted June 24, 2011 Management Share Posted June 24, 2011 Don't bother anymore. We made the wires on our own But thanks for your help anyway Link to comment Share on other sites More sharing options...
Management gaoesa Posted June 24, 2011 Management Share Posted June 24, 2011 Your help was invaluable. You gave us information we didn't have before and changed the way we thought about the wire shaders. This website gave the required information to proceed with the shaders http://www.exasm.net/wessel/sites/wolfenstein_mapping/downloads/shader_manual/shader_manual_1/section0.html Link to comment Share on other sites More sharing options...
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