Daedra Posted January 28, 2019 Posted January 28, 2019 So I was wondering if it was possible to replicate this effect: The model has a plain black outline around it's edges. I would like to replicate this, but without the need to edit a playermodel glm. So what I'm asking is, can this be done with a shader?
AshuraDX Posted January 28, 2019 Posted January 28, 2019 So I was wondering if it was possible to replicate this effect: The model has a plain black outline around it's edges. I would like to replicate this, but without the need to edit a playermodel glm. So what I'm asking is, can this be done with a shader?Unlikely, there is a shader parm that forces q3map2 to apply that effect to all surfaces, but since that is an effect applied by q3map2 it won't work here. Perhaps there is a way to achieve it, but I wouldn't know how off the top of my head right now.
SomaZ Posted January 28, 2019 Posted January 28, 2019 Simply put, no, it's not possible. Here is why:This effect is achieved by duplicating the mesh. The doublicated mesh gets pushed away from the original mesh. All the faces of the doublicate get flipped then and a pure black shader gets assigned. The shader system...can flip faces only per shader (bad, because we would need this per stage)can push vertices only per shader (bad, because of the reason mentioned before)can't doublicate faces (bad) So you see that none of the needed steps can be done via the shader system. This also effectively doubles your vertex and face count which is also pretty bad in jka. Edit: This assumes that you can't use a mesh in a skin file multiple times with different shaders. I have no idea about skin files. the_raven likes this
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