shader + textures glow and luma in Darkplaces

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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Zoppo
Posts: 1
Joined: Sat Oct 10, 2009 2:09 pm

shader + textures glow and luma in Darkplaces

Post by Zoppo »

Hi there,
I'm trying to do a skin for a monster in quake using the darkplaces engine, with glow, gloss and normal textures.
Then I wanted to create a shader to blend the skin (the diffusemap) to reveal a second stage, but after doing this I can't see all the gloss, normals, etc created previously, only the diffuse, apparently fullbright.

Code: Select all

progs/monster.mdl_0
{   
   q3map_globaltexture
   {
   map progs/monsterFX.tga
   tcMod scroll 0 -0.1
   }

   {
   map progs/monster.mdl_0.tga
   alphaGen vertex
   blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
}

monster.tga has an alpha channel with a black spot to reveal the layer below (monsterFX)
then I have
monster.mdl_0_gloss.tga with white alpha
monster.mdl_0_norm.tga with white alpha
(I cite all of this just to be informed if I make something redundant or useless)

monsterFX has gloss and norm too.

What's wrong in the shader?

thanks
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