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Glowing shader ... on weapon in MP - saber


Go to solution Solved by Langerd,

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if you want parts of your model to glow : create a black version of your texture and color in only the parts that should glow in the color they should glow in

 

then add this stage to your shader file :

models/weapons2/<yourweapondirectory>/<yourglowtexture>
{
   .
   .
   .
   {
       map models/weapons2/<yourweapondirectory>/<yourglowtexture>
       blendFunc GL_ONE GL_ONE
       rgbGen identity
       glow
   }
}

here's an example shader from the model @zeƒilus pointed out

models/weapons2/murasama/Murasama
{
	q3map_nolightmap
    {
        map models/weapons2/murasama/murasama
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/weapons2/murasama/murasama_s
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
    }
    {
        map models/weapons2/murasama/murasama_i
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen identity
    }
}
Langerd likes this
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models/weapons2/sapphire_blade/sword

{

    q3map_nolightmap

        cull twosided

    {

        map models/weapons2/sapphire_blade/sword

        alphaFunc GE128

        blendFunc GL_ONE GL_ZERO

        rgbGen lightingDiffuse

    }

    {

        map models/weapons2/sapphire_blade/sword_spec

        blendFunc GL_SRC_ALPHA GL_ONE

        detail

        alphaGen lightingSpecular

        glow

    }

    {

        map models/weapons2/sapphire_blade/sword_glow

        blendFunc GL_ONE GL_ONE

        glow

        rgbGen identity

    }

}

 

 

This is my shader

 

In Sp it works like this -

 

http://wrzucaj.net/Tu9

http://wrzucaj.net/Tus

 

But in mp (i checked again) It is like this -

 

http://wrzucaj.net/TuJ

http://wrzucaj.net/Tue

 

It is not bright as it is in SP . But ... Does it looks nice for You?

 

Many thanks for answers!

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Glow only plays a part in dynamicglow being on as it is so brightness will vary depending upon more or less the brightness of the texture used for the glow itself.  So that's more or less the way you make it come out even shinier.  If you're using the same texture as you do for the one that glows.  Simply make the texture for the glow its own individual texture and just bump the brightness up on it till you are satisfied with how high the glow on it is.  Textures in general, even with mapping, function the same way with the core game with glow shaders and its really only there to make use of the dynamic glow command.  See little brightness without the dynamicglow on but that's really where the glow comes to life honestly but it can impact fps pretty heavily.

 

I do still recommend using if you run into errors/bugs the shader tool that comes with the original sdk because it points out individual errors to you, usually just a matter of where things are typed/placed in the shader setup.

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