ZeroRaven Posted December 14, 2020 Share Posted December 14, 2020 As the title says, I'm having an issue with the shader file for my map. The glow appears to work, but its had an unexpected (and unwanted) side effect, the shader is now see through. Spoiler Realistically the shader itself isn't complex and is fairly standard, so I'm not sure exactly what the issue is? I typically use the same shader for all my lights and light source3s, and can't recall having this issue previously. Did I F-up the shader? Spoiler TEXTURES/PK02/PK02_LIGHT03_C10K { qer_editorimage TEXTURES/PK02/PK02_LIGHT03_C q3map_surfacelight 10000 q3map_backSplash 0.5 8 q3map_nolightmap q3map_lightRGB 1 1 1 { map TEXTURES/PK02/PK02_LIGHT03_C blendFunc GL_DST_COLOR GL_ZERO rgbGen const ( 1.00 1.00 1.00 ) } { map TEXTURES/PK02/PK02_LIGHT03_I blendFunc GL_ONE GL_ONE rgbGen const ( 1.00 1.00 1.00 ) glow } } Any thoughts or input would be greatly appreciated. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
NAB622 Posted December 14, 2020 Share Posted December 14, 2020 (edited) Both stages of your shader have a blendFunc on them, so they end up blending into what's behind them. Assuming you want the shader to be lightmapped, just add a lightmap stage before the other two, with no blendFunc on it. The texture will then blend into the lightmap, instead of the background. Sorry for the formatting errors, I'm on mobile: Spoiler TEXTURES/PK02/PK02_LIGHT03_C10K { qer_editorimage TEXTURES/PK02/PK02_LIGHT03_C q3map_surfacelight 10000 q3map_backSplash 0.5 8 q3map_nolightmap q3map_lightRGB 1 1 1 { map $lightmap } { map TEXTURES/PK02/PK02_LIGHT03_C blendFunc GL_DST_COLOR GL_ZERO rgbGen const ( 1.00 1.00 1.00 ) } { map TEXTURES/PK02/PK02_LIGHT03_I blendFunc GL_ONE GL_ONE rgbGen const ( 1.00 1.00 1.00 ) glow } } Edit: Also, rgbGen const ( 1.00 1.00 1.00 ) does nothing, you can just remove it. Edited December 14, 2020 by NAB622 ooeJack and ZeroRaven like this Link to comment
ZeroRaven Posted December 15, 2020 Author Share Posted December 15, 2020 @NAB622 thanks for the help, worked wonderfully Spoiler On that note, is there a way to combine the specular/enviro shader WITH the light glow shader? Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Lazarus Posted December 21, 2020 Share Posted December 21, 2020 environment mapping with a ligth shader can create really weird results, you may have to put a real low number on it. But i think i have seen it before, in an Immenor map where he experimented with ligths, reflective floors and creating the metallic shine. It was a concept map, dont think he ever released it. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now