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Total black shader in FTEQW

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Total black shader in FTEQW

Postby toneddu2000 » Thu Jan 22, 2015 3:42 pm

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
toneddu2000
 
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Re: Total black shader in FTEQW

Postby toneddu2000 » Thu Jan 22, 2015 4:05 pm

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
toneddu2000
 
Posts: 1305
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Location: Italy

Re: Total black shader in FTEQW

Postby Spike » Thu Jan 22, 2015 5:25 pm

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
Spike
 
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Re: Total black shader in FTEQW

Postby toneddu2000 » Thu Jan 22, 2015 5:58 pm

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
toneddu2000
 
Posts: 1305
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Total black shader in FTEQW

Postby Spike » Thu Jan 22, 2015 6:15 pm

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.
Spike
 
Posts: 2881
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Location: UK

Re: Total black shader in FTEQW

Postby toneddu2000 » Thu Jan 22, 2015 6:22 pm

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
toneddu2000
 
Posts: 1305
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy


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