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Forced RGB makes texture fullbright


Go to solution Solved by mrwonko,

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Posted

So as the title says, I'm trying to make a texture have forced RGB, but whenever I do it, it makes it fullbright. I'm doing this for teamskins, as I want to use a specific shade of red and blue.

Here is how it should look:

https://www.dropbox.com/s/rruro6qgnwf3vff/shot2013-12-31_13-50-06.jpg

(That's me typing the colour codes in the console without the forced rgb line)

 

This is how it looks when I make the shader tell it to use that colour:

https://www.dropbox.com/s/2jtd30k5smy1nmq/shot2013-12-31_13-46-48.jpg

 

As you can see, the shader then makes it go into fullbright, which I don't want, I want it to look like how it does in the first image.

And here is my shader, with the normal RGB (not forced) and the forced blue rgb. I also added comment lines to show what is going on in it.

// Normal RGB - Default Skin
models/players/omicron_tm/textures/head
{
	{
		map models/players/omicron_tm/textures/heada1	//What I don't want to change colour
		rgbGen lightingDiffuse
	}
	{
		map models/players/omicron_tm/textures/headb1	//What I do want to change colour
		blendFunc GL_ONE GL_ONE
		rgbGen lightingDiffuseEntity
	}
	{
		map gfx/models/omicron_tm/head_spec	//Spec
		blendFunc GL_SRC_ALPHA GL_ONE
		alphaGen lightingSpecular
		detail
	}
}

//Blue forced RGB - Blue Team skin
models/players/omicron_tm/textures/head_blue    //Worth noting that this texture doesn't actually exist,
                                                //but I made the .skin file point to it.
{
	{
		map models/players/omicron_tm/textures/heada1	//What I don't want to change colour
		rgbGen lightingDiffuse
	}
	{
		map models/players/omicron_tm/textures/headb1	//What I do want to change colour
		blendFunc GL_ONE GL_ONE
		rgbGen lightingDiffuseEntity
		rgbGen const ( 0.000000 0.500000 1.000000 )    //The RGB values - 0, 128, 255
	}
	{
		map gfx/models/omicron_tm/head_spec	//Spec
		blendFunc GL_SRC_ALPHA GL_ONE
		alphaGen lightingSpecular
		detail
	}
}

I followed what was done in this tutorial, but I can't work out why it goes into fullbright. The specular part isn't from the tutorial btw.

If someone could help me, I would really appreciate it!

  • Solution
Posted

Well, you have this:

		rgbGen lightingDiffuseEntity
		rgbGen const ( 0.000000 0.500000 1.000000 )    //The RGB values - 0, 128, 255
You can only set rgbGen to one value, so the latter overwrites the former. So instead of changing the colour based on diffuse lighting you set a fixed value.

 

I suggest you just copy the texture and tint the image itself.

Posted

Ok, so it isn't possible to make it not full bright with my current shader :/

 

Thanks for that response, I'll probably either make a new texture for it, or just give it the normal rgb shader, and let the game make it red/blue for team skins itself.

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