Azatha Posted January 24, 2013 Share Posted January 24, 2013 I am trying to alpha out a piece of a hilt I do not want to see (its not a separate model piece) but all the shaders for making something invisible that I know do not seem to be working. The piece just shows as white instead. What is a shader I could use to achieve this? Link to comment
mrwonko Posted January 24, 2013 Share Posted January 24, 2013 Sitting in Uni I have no access to actual shaders for reference, but off the top off my head:You could take a look at Chewie's furIf you're going to use it on map objects as well: q3map2_nolightmap and q3map2_onlyvertexlighting or whatever they're called. A saber is never going to be processed by Q3Map2 though, so a simple omission of the $lightmap stage will suffice. (Models are not lightmapped, after all.)A single stage for the textureblendFunc GL_ONE GL_ZERO so it overwrites anything previously rendered (in detail: multiply new pixel color (source) by 1, previous (destination) by 0, add results)alphaFunc GE128 so alpha values greater or equal to 128 will be drawn, values below will not. (Alpha tests should (usually) be all-or-nothing to avoid problems)depthWrite so that written pixels also get written to the Depth Buffer (so stuff behind it will not be drawn in front)rgbGen vertex to use vertex colour (i.e. per-vertex-lighting) for colouringSo something like this:path/to/shader { { map path/to/texture blendFunc GL_ONE GL_ZERO alphaFunc GE128 rgbGen vertex depthWrite } } Link to comment
Solution Azatha Posted January 24, 2013 Author Solution Share Posted January 24, 2013 Thanks mrwonko, you set me in the right direction. What ended up working was: models/weapons2/saber_dee/tyrant { q3map_nolightmap { map models/weapons2/saber_dee/tyrant blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen lightingDiffuse }rgbGen vertex made it flicker oddly, but otherwise spot on! Link to comment
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