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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Thu Oct 16, 2008 8:56 pm Post subject: Shader help (Darkplaces) |
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I need some help. I want to make a shader for windows in a texture. I want the window part in the texture to reflect stuff. Everything I've done so far, has not worked.
I've not even been able to get a texture overlay another. Like this here:
Code: |
textures/test/window_basic_one_00
{
{
map textures/test/window_basic_one_00.png
rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/liquid/blood.png
blendfunc add
}
}
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The blood texture is not displayed at all (not that I really want additive blood on walls, but it just don't work!). Is Darkplaces shader support limited to only allow one texture in a shader? _________________ zbang! |
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VorteX
Joined: 14 Jan 2005 Posts: 12
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Posted: Fri Oct 31, 2008 6:01 am Post subject: |
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Currently darkplaces do not allow more than 2 stages for shader, one of stages is lightmap.
But there is a semi-hacky way to do layers, it works just fine. Use q3map_cloneShader <shadername> - this is compiler directive that lets q3map2 to place cloned surface infront of current with different shader (doubling total triangles count of a surface).
Code: |
textures/test/window_basic_one_00-additive
{
surfaceparm trans
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
{
map textures/liquid/blood.png
blendfunc add
}
}
textures/test/window_basic_one_00
{
q3map_cloneShader textures/test/window_basic_one_00-additive
{
map textures/test/window_basic_one_00.png
rgbGen identity
}
{
map $lightmap
blendfunc filter
}
}
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Since this is compiler feature, you can see additional layers only when you recompile your map with q3map2. |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Sat Nov 01, 2008 12:56 am Post subject: |
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Haa, great, thanks for this! I hope the triangle count doubling don't have too much performance hit though... _________________ zbang! |
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