Shader help (Darkplaces)
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Shader help (Darkplaces)
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:
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?
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!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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).
Since this is compiler feature, you can see additional layers only when you recompile your map with q3map2.
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
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