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shader help, transparency and lightglow
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#17
Posted 10 November 2010 - 11:11 PM
Got a decent result (compiled with Bumpy, so your milage may vary.)
Inverted the image so that black is white, and then deleted the background (alpha 0). Saved as TGA. Made a second copy, tinted it blue and made it blurry.
Shader looks like this:
Inverted the image so that black is white, and then deleted the background (alpha 0). Saved as TGA. Made a second copy, tinted it blue and made it blurry.
Shader looks like this:
textures/test/moria
{
qer_editorimage textures/test/moria.tga
surfaceparm nodlight
surfaceparm nolightmap
q3map_lightRGB 0.51764 0.97254 0.96862
polygonOffset
sort 6
{
map textures/test/moria.tga
rgbGen identity
blendfunc blend
}
{
map textures/test/moria_blurblue.tga
blendfunc add
rgbGen identity
}
}
#18
Posted 11 November 2010 - 12:37 AM
Doesn't this shader need a q3map_surfacelight?
Drewfin, on 10 November 2010 - 11:11 PM, said:
textures/test/moria
{
qer_editorimage textures/test/moria.tga
surfaceparm nodlight
surfaceparm nolightmap
q3map_lightRGB 0.51764 0.97254 0.96862
polygonOffset
sort 6
{
map textures/test/moria.tga
rgbGen identity
blendfunc blend
}
{
map textures/test/moria_blurblue.tga
blendfunc add
rgbGen identity
}
}
[img]http://i32.tinypic.com/242x6z5.png[/img]
#19
Posted 11 November 2010 - 12:42 AM
Nice, Drewfin. I did the same with the image but then thickened the lines with a Gaussian blur and then added white layer set to dodge to increase the glow. I also put the original inside a 512x512 alpha canvas so Q3 wouldn't scale down and distort the image.
I'll put up an the example .pk3 shortly. Granted, this is copyrighted material so you use it at your own risk.
I'll put up an the example .pk3 shortly. Granted, this is copyrighted material so you use it at your own risk.
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