Forum

Shader help (Darkplaces)

Discuss programming topics for any language, any source base. If it is programming related but doesn't fit in one of the below categories, it goes here.

Moderator: InsideQC Admins

Shader help (Darkplaces)

Postby jim » Thu Oct 16, 2008 8:56 pm

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: Select all
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
   }
}


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!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby VorteX » Fri Oct 31, 2008 6:01 am

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: Select all
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
   }
}


Since this is compiler feature, you can see additional layers only when you recompile your map with q3map2.
VorteX
 
Posts: 12
Joined: Fri Jan 14, 2005 8:37 am

Postby jim » Sat Nov 01, 2008 12:56 am

Haa, great, thanks for this! I hope the triangle count doubling don't have too much performance hit though...
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun


Return to General Programming

Who is online

Users browsing this forum: No registered users and 1 guest