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Shader Questions - A query of sorts Rate Topic: -----

#11 User is offline   H3NRY Icon

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Posted 03 August 2009 - 08:14 PM

hollow?

#12 User is offline   V00d00 Icon

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Posted 03 August 2009 - 09:17 PM

Yeah as in walk through walls hollow.  Took me ages to learn how to make that.  But ive probably done it in some weird roundabout way.

#13 User is offline   Delirium Icon

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Posted 03 August 2009 - 10:57 PM

v00d, on transparent things like glass and water you should add    surfaceparm nolightmap cause they usually tend to add ugly shadows

#14 User is offline   V00d00 Icon

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Posted 04 August 2009 - 12:57 PM

TBH, ive never noticed.

Would removing the lightmap stop it from emitting light, because half the time thats the whole reason for me to use liquids?

Glass i know about the random shadows, never could work out how to remove them so i just used a different blendfunc to lessen them.  So thanks.

But this sort of information is what we want on this thread.  When you are first starting out, people tell you to read this and read that when in reality they want something thats easy to read and gets them over the doorstep and into the mapping world.  They want the explanations why not to use this or why to use this, the stuff the manual doesnt teach you.  I built my glass shaders mostly by using the shader manual and if you hadnt told me that Del, i would never have known how to fix it.

#15 User is offline   Hayame Icon

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Posted 04 August 2009 - 04:18 PM

Looking great.. now all we need is a ladder that doesn't let you lemming  :roll:

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#16 User is offline   negoziatore (old) Icon

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Posted 05 August 2009 - 09:10 AM

shining floors like laqued wood or well woman cleared brick?... :P

Maybe this topic should be sticked...

#17 User is offline   negoziatore (old) Icon

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Posted 05 August 2009 - 09:11 AM

ohh, and real bright shiny metal? As your faucet for exemple...

#18 User is offline   FaNtM (old) Icon

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Posted 09 August 2009 - 05:42 AM

decal shader? i havent gotten a single decal to work :/. maybe its my shader. any help is greatly appreciated.

#19 User is offline   žalost (old) Icon

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Posted 09 August 2009 - 06:00 AM

Quote

decal shader? i havent gotten a single decal to work :/. maybe its my shader. any help is greatly appreciated.


Decal Overlay, 24bit TGA w/ 128 grey Transparency (24 bit saves no alpha channel, the transparent parts come from the 128 grey)
this one blends the color of the decal onto the surface underneath it. The 128 Grey contains no color information, therefore does not blend onto the surface underneath. This result looks best on (but not limited to) dirt, grime, rust, graffiti, poop, etc. The effect can be achieved in photoshop by setting the blend mode of a layer to "overlay". Works great.


textures/---/decal.tga
{
	qer_editorimage textures/---/decal.tga
	qer_alphaFunc .5
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	polygonOffset
	{
		map textures/---/decal.tga
		blendfunc gl_dst_color gl_src_color
	}
}




Decal w/ Alpha, 32bit TGA: (transparency comes from alpha channel, black is trans)
This one works for a minority of decals and most transparent textures such as chain link fences, because the color underneath does not blend on the opaque parts. Your typical texture that uses an alpha map, not recommended necessarily when the first shader can be used.


textures/---/decal.tga
{
	qer_editorimage textures/---/decal.tga
	surfaceparm trans 
	surfaceparm detail
	surfaceparm nonsolid
	surfaceparm nomarks
        cull none
        nopicmip
	q3map_vertexScale 1.5
        {
                map textures/---/decal.tga
                blendfunc gl_src_alpha gl_one_minus_src_alpha
                alphaFunc GE128
                rgbGen vertex
         }
}

(stolen from delirium's "vine" shader)

#20 User is offline   FaNtM (old) Icon

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Posted 09 August 2009 - 06:11 AM

O_O FAST REPLY!!!!!

wow keres, that was REALLY fast!!! thank you very much! although, i do not have photoshop. i have GIMP, if that makes any difference. i have never used gimp so i do not know how to add an alpha channel :/.

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