Omicron Posted December 31, 2013 Posted December 31, 2013 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 mrwonko Posted January 1, 2014 Solution Posted January 1, 2014 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.
Omicron Posted January 1, 2014 Author Posted January 1, 2014 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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