Total black shader in FTEQW

Discuss the construction of maps and the tools to create maps for 3D games.
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toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Total black shader in FTEQW

Post by toneddu2000 »

Hy guys there's the chance to create in FTE a shader that, once lit by a dynamic light, it stays pure black. I don't know if I put it plain: I only want that the surface with this shader applied is rendered black(or better, not rendered at all). Is it possible? Does it need an engine modification?
Thanksss
Meadow Fun!! - my first commercial game, made with FTEQW game engine
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Total black shader in FTEQW

Post by toneddu2000 »

what about this?

Code: Select all

textures/common/pureblack
{
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm nomarks
	{
		map textures/common/pureblack.tga
	}
}
surfaceparm nodraw2 it's not usable because it's like applying common/caulk to a wall. it will mess up the view
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
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Re: Total black shader in FTEQW

Post by Spike »

set gl_specular_fallback to 0 to avoid the engine using some lame specular map when specular is enabled, so that your diffuse texture is the ONLY one shown.
if you're making your own content you should probably set this in your default.cfg
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Total black shader in FTEQW

Post by toneddu2000 »

if I set gl_specular_fallback to 0, every surface that has a specular texture will be rendered as only diffuse? If so, I don't want it, because, for some surfaces (like metal) I need specular textures.
If, instead, that should disable a default specular map, no matter the material encounters, it's ok
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
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Re: Total black shader in FTEQW

Post by Spike »

its just the fallback texture. hence the name of it, when its 0 you only get specular on surfaces with actual specular textures. the fallback is really just so that walls without specular surfaces don't look stupid next to ones that do.
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Total black shader in FTEQW

Post by toneddu2000 »

ah ok understood. Thanks Spike. Actually, that shader I posted it seems good. If you mix it with static meshes the effect is quite impressive, so yay me! :D
Anyway, if someone has another trick, please share it
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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