Let there be light! (lighting troubles) -1 reply

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GothiX

No Time to Cry

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18th September 2003

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#11 15 years ago

Your post doesn't make any sense at all to me, please be more specific and post more relevant info.




MeusH

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#12 15 years ago

Hey, GothiX, thanks for help with notc and sort sky! I didn't know about that. Hey, you are online now, so I'll ask you some shader questions: Do you know how to add glowing thing to the sky? Look:

textures/siege_village/village_lf { { map $lightmap } { map textures/siege_village/village_lf blendFunc GL_DST_COLOR GL_ZERO } { map textures/siege_village/glow_lf blendFunc GL_ONE GL_ONE glow } }

Unfortunatelly, it doesn't work.

And one more thing: I want to make the ground with sand effect when walking, and I've found

textures/desert/sandfloor2b { q3map_shadeangle 150 qer_editorimage textures/desert/sandfloor2b q3map_material Sand q3map_nonplanar q3map_splotchfix { map $lightmap rgbGen identity } { map textures/desert/sandfloor2b blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } }

I know the sand effect is "q3map_material Sand", but I don't understand rest of stuff, and I want just an effect, nothing more... Could you explain me that shader and\or help me modifying\shorting it to my purposes?

Thanks




GothiX

No Time to Cry

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#13 15 years ago

Good god, way to get something off-topic. First things first: A skyshader can have a closebox and a farbox, read uip on the ShadMan.

Sorting out.. textures/desert/sandfloor2b { q3map_shadeangle 150 //If q3map_nonplanar is active, use a 150 degree angle (Put this AFTER q3map_nonplanar!) qer_editorimage textures/desert/sandfloor2b //In-editor texture q3map_material Sand //q3map2 material recognition, also includes surfaceparm sand automatically, leaving footsteps etc q3map_nonplanar //smooth lighting around the edges with adjacent nonplanar faces, this makes for smooth terrain when trisouped, so you don't see all brush edges q3map_splotchfix //Don't use unless _nonplanar is leaving open edges { map $lightmap rgbGen identity } { map textures/desert/sandfloor2b blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } }

I figured you knew the rest by now.




MeusH

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#14 15 years ago

Thanks man! Now I have last problem: I need to make grasssprite, the best on the water, or on the dummy noclip. So I've made a shader:

textures/siege_village/rice { surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_nolightmap { map gfx/sprites/grass2 surfaceSprites vertical 32 24 42 500 ssFademax 1500 ssFadescale 1 ssVariance 1 2 ssWind 0.5 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen vertex } }

of course it doesnwork. I've also tried to apply

{ map gfx/sprites/grass2 surfaceSprites vertical 32 24 42 500 ssFademax 1500 ssFadescale 1 ssVariance 1 2 ssWind 0.5 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen vertex }

to a terrain shader, but doesn't work, too. Footsteps stuff (material) does work, but grasssprite doesn't. Any ideas?




GothiX

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#15 15 years ago

Nuke the depthWrite.




MeusH

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#16 15 years ago

Okay, I'll doom it :)




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