hollow?
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Shader Questions - A query of sorts
#14
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.
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.
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#19
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)
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