Rainbow Road shader help -1 reply

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iswer

Mapper, Modeller, Musician

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18th April 2004

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#1 11 years ago

Okay, so I made this map: Rainbow Road, Jedi Knight 3 Downloads, Jedi Knight 3 Multiple Gamemodes I need help making the star-fencing-shader. It might be simple, but I just can't get it to work correctly. Okay, so, I got this *.png file with yellow stars in it. It doesnt have any background, and now I want to make a shader that makes the game to get that, cause it doesn't if I don't use a shader. I also want it to glow. Thanks.




Omegasigma

Mapper and concept artist

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16th March 2006

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#2 11 years ago

i never bothered wiht he fencing to make the level more harder, but sadly my skills then haven't really improved alot so i migh just release my n64 rainbowroad source. good job on the map tho, better then i could done, so i'd look at any shaders that do the same effect or close to what i want




Innocent Hawk

Not so innocent?

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18th July 2005

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#3 11 years ago

You will need something like this:

textures/texturefolder/texture.tga (.tga is a personal preference of mine over .png) { { map textures/texturefolder/texture.tga alphaFunc GE128 depthWrite rgbGen lightingDiffuse glow } }Something like that. I can't test it myself right now, so let me know if it works out. Oh, and if you use one of those flat brushes that can be curved (the name escapes my mind right now) in order to follow the curve of the track, you might want to add "cull disable" on a new line in between the first bracket and the second bracket (the first one that is indented). If I am right, this should allow it to show the texture on both sides of the brush thing, so you don't have to lay a second one with reversed textures on the other side of it. Not completely certain about that though.




iswer

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#4 11 years ago

no, that didn't do it :( (the texture didn't even appear) Doesn't "cull twosided" do that? EDIT:

Oh my god! I edited a shader I found and it was just pure awesome. First of all, alpha shading works on it. Second, glow works. And the extra is that it's fading in when you reach it, and fading out when you drive away from it - It looks very cool. Here's the shader if anyone's interested: textures/rainbow/stars { qer_editorimage textures/rainbow/stars surfaceparm alphashadow surfaceparm nomarks surfaceparm playerclip { map textures/rainbow/stars alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite glow } } Thanks for your time.




Innocent Hawk

Not so innocent?

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18th July 2005

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#5 11 years ago

That's the same as my shader just with a few extra surfaceparms and a different blendfunc... my version still should have worked.

Oh well.




iswer

Mapper, Modeller, Musician

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#6 11 years ago

Yeah, I think it should to - I might just have done something wrong. Thanks