Shader help -1 reply

  • 1
  • 2

Please wait...

Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#1 10 years ago

Well I can;t seeem to get 2 shaders, I want one light emitting one to a crystal texture, or to make it transparent, perfably both. Another shader is a chrome, or metallic shader for golden/copper/brass pipes. I thank anyone that can help me out of this little pickle




Lightsource

Come to the light

50 XP

18th April 2007

0 Uploads

568 Posts

0 Threads

#2 10 years ago

I used this shader for the gold version of Bender...

models/players/bender_gold/head_gold { { map models/players/bender_gold/head_gold blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map gfx/effects/gold_inv blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } { map models/players/bender_gold/head_gold_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }

and this is the inv picture...

goldinvgh5.jpg

Use it if you like, but I don't know if it's going to be useful for you, you also need a good spec map for it to work ok.




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#3 10 years ago

i've tried to adapt the common glass shader, however its given me less then desirable results, i still need to make it less transparent




Isla Kamamee

Awkward? You bet!

50 XP

28th August 2006

0 Uploads

1,179 Posts

0 Threads

#4 10 years ago

all I can say about that is, just try all the different combos of blendFuncs and see what works.




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#5 10 years ago

one of the shaders i found for light emitting is to bright i'm pen to suggestions how to tone it down to like the equalivant of 30-50 light. and yes i'm aware theres a spelling issue, but it prevents conflict with another map i have. textures/catheral/window02 { qer_editorimage textures/catheral/window02 { map $lightmap } { map textures/catheral/window02 blendFunc GL_DST_COLOR GL_ZERO } { map textures/catheral/window02 blendFunc GL_ONE GL_ONE rgbGen identity } }




Isla Kamamee

Awkward? You bet!

50 XP

28th August 2006

0 Uploads

1,179 Posts

0 Threads

#6 10 years ago

you can always put a surfacelight in it, and then you can control how bright it is. the command is just [surfacelight x] I think...




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#7 10 years ago

I'm basicly using pre-existing shaders, since I have no real idea on making a shader, I borrow and try to tweak them for what i want to do.




Isla Kamamee

Awkward? You bet!

50 XP

28th August 2006

0 Uploads

1,179 Posts

0 Threads

#8 10 years ago

uh huh, but instead, right after the editorimage line, just add a space and put surfacelight 10 or some other value. If it doesnt work, Ill look the command up, but Im pretty sure thats the correct one.




Omegasigma

Mapper and concept artist

50 XP

16th March 2006

0 Uploads

1,484 Posts

0 Threads

#9 10 years ago

textures/catheral/window02 { qer_editorimage textures/catheral/window02 surfacelight 10 { map $lightmap } { map textures/catheral/window02 blendFunc GL_DST_COLOR GL_ZERO } { map textures/catheral/window02 blendFunc GL_ONE GL_ONE rgbGen identity } } it still came out wih the same effect, i suggest perhaps maybe you should pm me, instead of us taking up an entire thread




Mikouen VIP Member

What?

145,650 XP

4th September 2005

4 Uploads

11,732 Posts

2 Threads

#10 10 years ago

If that's what the thread was created for, no harm no foul. Besides, someone else might learn something from this too.


I don't know how, and I don't know why, but this is totally Sheep's fault.



  • 1
  • 2