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problem Rate Topic: -----

#1 Guest_chuckdizzle

Posted 31 March 2005 - 04:08 AM

THIS IS THE SKY SHADER


textures/dgs13sky/sky
{
qer_editorimage textures/dgs13sky/sky_clouds.tga

q3map_lightImage textures/dgs13sky/sky_clouds.tga
q3map_sunExt 255 255 255 100 55 48 3 16
q3map_skyLight 100 5


surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap


skyparms textures/dgs13sky/env/sky 0 -

nopicmip
nomipmaps



{
map textures/dgs13sky/sky_clouds8.tga
tcMod scroll 0.0025 -0.0075
rgbGen identityLighting
}

}





THIS IS THE SHINE SHADER
textures/dgs13sky/floor_clincer6
{
{
map textures/dgs13sky/floor_clincer6.tga
}

{
map textures/effects/tinfx.tga
tcgen environment
blendFunc GL_ONE GL_ONE
}

{
map textures/dgs13sky/floor_clincer6.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}

{
map $lightmap
blendFunc GL_DST_COLOR GL_SRC_COLOR
}
}


one of my problems is all the things i have shiny are ultra ultra bright kinda blinding actually
the other problem is the player models are to dark i need them to be brighter is this because the sky shader
etc sun angle or whatever please help

#2 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
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  • LocationBradford, UK

Posted 31 March 2005 - 09:33 AM

replace tinfx.tga with tinfx3.tga, that's a milder version :)

#3 User is offline   NulL Icon

  •   former FS member   
    Level Designer
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Posted 31 March 2005 - 11:14 AM

I find 'textures/base_wall/chrome_metal.tga' works well for shiny surfaces, its not as 'in your face' as tinfx is. Or you could change the blendfunc on the shiny stage to something fainter like gl_dst_color gl_src_color. or even throw in an alphagen const 0.5 and change the blendfunc to gl_src_alpha gl_one.

Additionally, the lightmap blend should be filter, which is gl_dst_color gl_zero.

#4 User is offline   NulL Icon

  •   former FS member   
    Level Designer
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Posted 31 March 2005 - 11:18 AM

For the player models try playing with the value of _mingridlight in the worldspawn, try around 50.

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