Originally it started as a new-age grass shader (as seen in 'hyper' map I made and included with my map 'Phantom'), and evolved into a general purpose fur/fuzzy shader, that handles itself. Note, JKA/JK2 do not support the q3map_fur effect, and fur cannot be renderd using surface sprites because surface sprites cannot render on brush sides/walls, only flat to semi-flat surfaces. this shader is a work around, pseudo.
Anyhow. In the guide there is the shader, and how to apply it, as well as a brief description of how it works. also some mentions of what it can be modified to do as well. (pseudo glow effect, fuzzy grass terrain blending)
hope someone else finds this useful. enjoy.
I R Scary Eyeball
16th October 2006
That looks pretty good, a little obviously flat around the edges, but very good nevertheless.
Cool, but since it doesn't work for JKA, I won't read it.
What? It works for JKA, this is just a hacky method because JKA dosn't support the normal way of doing it. This tutorial is for JA.
The Soleutator;4554036Cool, but since it doesn't work for JKA, I won't read it.
U siwwy :D
It's for JA, yeah. He posted that on map-craft a few months ago. I think I might use it. Looks really nice.
Oh, heh, my bad... Maybe I will read it, but not until I need it.
I would suggest you to not use it on big surfaces such as plains or big forests or similar as grass, because it drains fps in big quantities. Looks good nevertheless.
hah! yeah it works for all Q3A based games. including JKO & JKA.
It can be rather processor taxing when used in abundance, but you can always cut back on the amount of layers it builds by editing the shader. In the tutorial I have it set to use 3 layers of fur ontop of the base shader, but this can be cut back to 2 layers and will still look nice.