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
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problem
#3
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.
Additionally, the lightmap blend should be filter, which is gl_dst_color gl_zero.
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