problems with lightgrid and alpha channel
Posted: Tue Aug 26, 2014 9:32 pm
Hello forum i am using q3bsp and you know this format uses lithgrid to iluminate the models. Well this works great but I have some problems with some models with alpha channel in some faces. The lightgrid iluminate some faces and anothers seems totally black
you can see the ugly effect here. This models are not compiled inside the bsp, they are called by qc like entities.
the image above is a q3bsp and you can see the effect: some faces are totally black. The image below is from a q1bsp, where the problem does not appear (all the lighting of model is based in the "origin"). My idea would be to use a shader to the leaves, to avoid this effect. BBut uses the lighgrid for the tree trunk.
I am not a specialist in dp scripts shaders, so I apologize
I am usign darkplaces engine. This is the shader for the leaves of the tree. I tested all the "cull" variables, and many other shaders for alpha channel with no pòsitive results
you can see the ugly effect here. This models are not compiled inside the bsp, they are called by qc like entities.
the image above is a q3bsp and you can see the effect: some faces are totally black. The image below is from a q1bsp, where the problem does not appear (all the lighting of model is based in the "origin"). My idea would be to use a shader to the leaves, to avoid this effect. BBut uses the lighgrid for the tree trunk.
I am not a specialist in dp scripts shaders, so I apologize
I am usign darkplaces engine. This is the shader for the leaves of the tree. I tested all the "cull" variables, and many other shaders for alpha channel with no pòsitive results
Code: Select all
models/tree_leaf
{
cull back
qer_trans 0.2
surfaceparm nolightmap
surfaceparm trans
// deformVertexes wave 128 sin 0 1 0 0.25
{
map models/tree_leaf
alphaFunc GT0
rgbGen vertex
}
}