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Shadow10k

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27th March 2007

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#1 11 years ago

I hope this is the right place to post. I am having some trouble with a shader I have made myself. It does everything I ask, it glows the correct distance and color, it animates correctly, yet I can't seem to be able to walk through it, and I can't seem to make it the tiniest bit transparent (75% opaque 25% transparent would do). It's supposed to be like a little portal, it looks like a big hypno disk tunnel that goes on an on, and I'd like to be able to put the teleport brush inside it instead of infront of it, but I just can't get the shader to make the brush it is placed on walk-throughable. :confused::confused::confused:

Here is the shader text:

textures/portaltele/portaltele1 { qer_editorimage textures/portaltele/portaltele1.tga q3map_surfacelight 1000 q3map_backsplash 0.5 16 qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks q3map_lightRGB 1 1 1 surfaceparm nonsolid surfaceparm nonopaque notc entityMergable q3map_nolightmap sort 6 { map $whiteimage blendFunc GL_ONE_MINUS_DST_COLOR GL_ONE_MINUS_SRC_COLOR glow rgbGen const ( 0.313726 0.168627 1.000000 ) } { animMap 7 textures/portaltele/portaltele1.tga textures/portaltele/portaltele2.tga textures/portaltele/portaltele3.tga textures/portaltele/portaltele4.tga textures/portaltele/portaltele5.tga textures/portaltele/portaltele6.tga textures/portaltele/portaltele7.tga textures/portaltele/portaltele8.tga blendFunc GL_ONE GL_ONE tcGen base } }




The Gingerbread Ninja

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#2 11 years ago

that's rather strange. I took your shader and plugged in a bunch of random textures into it to see if it would do the same here but no. The shader i put in seems to do all of the above listed, it's transparent, and it allows you to walk through it. I don't think there's anything wrong with the shader itself.

textures/randomtest/randomtest1 { qer_editorimage textures/korriban/env_crystal.tga q3map_surfacelight 1000 q3map_backsplash 0.5 16 qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks q3map_lightRGB 1 1 1 surfaceparm nonsolid surfaceparm nonopaque notc entityMergable q3map_nolightmap sort 6 { map $whiteimage blendFunc GL_ONE_MINUS_DST_COLOR GL_ONE_MINUS_SRC_COLOR glow rgbGen const ( 0.313726 0.168627 1.000000 ) } { animMap 7 textures/korriban/env_crystal.tga textures/rift/env_crystal.tga textures/rift/env_crystal_2.tga textures/rift/env_crystal_red.tga textures/rift/env_crystal_green.tga blendFunc GL_ONE GL_ONE tcGen base } }

I don't think i changed anything at all honestly. Maybe you put caulk or some other object in your brush or the brush itself?




Shadow10k

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#3 11 years ago

I tried the caulk_nonsolid brush on top of it and still nothing. I decided to start a new map incase the map itself was the problem. I tried a basic box room with the problematic shader brush in the middle, dividing the room in half, something really strange happened. Again no transparency or nonsolidness, but when I noclipped through to the other side, there was nothing there. Just the hall of mirrors effect. Perhaps the texture I am actually using isn't compatable? I'll include the .pk3 with my shader and textures, incase anyone would like to test it.

http://files.filefront.com//;8276401;;/ Something else worth noting, is when I made the brush just a bit smaller so that it didn't even touch the walls, it wasn't as bright, the colors stood where more blue (as in the unshaded texture) instead of being a fairly bright shade of themselves, still can't pass through and still isn't transparent.




Shadow10k

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#4 11 years ago

(Sorry to double post, won't let me edit twice :S) I've no clipper around to examine the texture from everyone angle, and I'm finding that it is transparent from the inside :S Which isn't helpful as I'd really like the thing to see paper thin, just a a little portal that you place a foot in and POOF you are teleported. That might make it easier for someone to help me with the transparency issue, any help with the nonsolidness? :D




The Gingerbread Ninja

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#5 11 years ago

I tested the shader myself and once more it worked... The only difference was i changed the shader from portaltele1 to portaltele10. I don't think that should make any difference at all though, unless it does >_>. But yeah, it was transparent and it was nonsolid.

textures/portaltele/portaltele10 { qer_editorimage textures/portaltele/portaltele1.tga q3map_surfacelight 1000




Shadow10k

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#6 11 years ago

Which version of JA are you running? Could that efffect it, or maybe I have to compile properly? :S I'm using JA+ when I ran it in JA I couldn't wall run or hold :S but still couldn't step through.




The Gingerbread Ninja

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#7 11 years ago

i'm using base. Lemme give it a try with JA+ and get back to you.

Edit: It works in JA+ 2.3 for me. Try sending me the test map you made for it so i can see if its something in the map.




Shadow10k

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#8 11 years ago

infiltration.pk3: http://files.filefront.com//;8276707;;/ Infiltration.map: http://files.filefront.com//;8276706;;/

First one is the PK3 (devmap infiltration) then just press the button and wait for the door to open)

The second one is the .MAP file if you want to poke around with it in GTKRadiant.




The Gingerbread Ninja

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#9 11 years ago

when i first got the map it had the problem like you said. I then replaced the shader you used with the one i have, (where it's portaltele10 instead), and it worked. So if That is the case, here's the shader I used, try it for yourself!

textures/portaltele/portaltele10 { qer_editorimage textures/portaltele/portaltele1.tga q3map_surfacelight 1000 q3map_backsplash 0.5 16 qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks q3map_lightRGB 1 1 1 surfaceparm nonsolid surfaceparm nonopaque notc entityMergable q3map_nolightmap sort 6 { map $whiteimage blendFunc GL_ONE_MINUS_DST_COLOR GL_ONE_MINUS_SRC_COLOR glow rgbGen const ( 0.313726 0.168627 1.000000 ) } { animMap 7 textures/portaltele/portaltele1.tga textures/portaltele/portaltele2.tga textures/portaltele/portaltele3.tga textures/portaltele/portaltele4.tga textures/portaltele/portaltele5.tga textures/portaltele/portaltele6.tga textures/portaltele/portaltele7.tga textures/portaltele/portaltele8.tga blendFunc GL_ONE GL_ONE tcGen base } }




Shadow10k

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#10 11 years ago

Now it doesn't seem to work at all :S It doesn't animate, or give off light :S

EDIT: I've put it back to the old shader and it gives off light and animates again =S very very confused.




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