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Shader Issue Hmm, you know the shader which makes textures "glow"? Like the one used by the jawa eyes. I've created a set of textures for my skin, all in jpg format, and created a shader, but for some reason it won't work. Now, I think what I'm doing is right, but somewhere along the line it is going wrong. arms.jpg is the basic texture, armsg.jpg is the "glow" texture. models/players/fire02/arms.jpg { { map models/players/fire02/arms.jpg blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/fire02/arms.jpg blendFunc GL_SRC_ALPHA GL_ONE detail glow alphaGen lightingSpecular } { map models/players/fire02/armsg.jpg blendFunc GL_ONE GL_ONE glow rgbGen identity } } |
Re: Shader Issue If you want to save yourself the trouble you can go download the Admin Skin on jk3files and use that shader. |
Re: Shader Issue Hmm... still nothing. I'm also putting a reflectivity shader onto the same part, might that have an effect? |
Re: Shader Issue Do you actually have dynamic glow turned on? |
Re: Shader Issue Yes. But what I'm really after is just something to make the eyes (and details on the arms) stand out. For instance, put a jawa in a dark room and the eyes appear as though they are fully lit, that sort of thing. |
Re: Shader Issue There should be a blending option that has the texture unaffected by map lighting. I think it's probably in one of the Q3 shader tutorials. |
Re: Shader Issue remove the ".jpg" extensions from the shader line. For example, change "arms.jpg" to just "arms". The extensions are never in any of the shader files that come with the game, and it always works fine without the extensions, so try removing them from the image files' names. To make a texture unaffected by map lighting, enter the line "q3_nolightmap" before the texture. So: q3_nolightmap { I'm pretty sure that will work. |
Re: Shader Issue The problem is that I what the eyes to glow, but the eyes are on a texture with the rest of the face. |
Re: Shader Issue ok. Firstly, its q3map_nolightmap, not q3_nolightmap. Secondly, you shouldn't have 2 glow stages in the same shader if you can avoid it. models/players/fire02/arms { { map models/players/fire02/arms blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/fire02/arms blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/players/fire02/armsg blendFunc GL_ONE GL_ONE glow } } |
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