Skysaberer Posted August 28, 2015 Share Posted August 28, 2015 Trying to get rid of the red grip effect (the red glow that surrounds your hand when gripping a player). Using JA+ and Jamme. Can't find any commands to disable. Also don't know which file it relates to in the Base assets.pk3. I know it can be removed as KOTF had a toggle and Mb2 doesn't have it. Link to comment
eezstreet Posted August 28, 2015 Share Posted August 28, 2015 It's hardcoded to display a shader, gfx/effects/whiteglow. You have to either replace the shader (it will change other stuff) or replace the code that draws it. Link to comment
ent Posted August 28, 2015 Share Posted August 28, 2015 Just override it with your custom shader that uses transparent image. eezstreet likes this Link to comment
Skysaberer Posted August 29, 2015 Author Share Posted August 29, 2015 Just override it with your custom shader that uses transparent image. Sorry Ent, but I'm not sure what that means. Could you please explain? Which shader, from which file and then where exactly do I find the grip shader to override it? Link to comment
ent Posted August 29, 2015 Share Posted August 29, 2015 Make a new shader file like skysaberer.shader. Fill it with gfx/effects/whiteglow { { map *white blendfunc GL_SRC_ALPHA GL_ONE rgbgen const ( 0 0 0 ) alphaGen vertex } } Put skysaberer.shader file into the shaders folder, put the shaders folder into pk3, put pk3 into base. Name the pk3 file either zzzzzzz or aaaaaaa. I bet the last one will work since shaders files don't get overrided iirc. If it doesn't work then try to replace *white with any transparent image. But the image has to be in that pk3 too. Link to comment
Skysaberer Posted August 30, 2015 Author Share Posted August 30, 2015 Thanks, I'll give that a try. Link to comment
mrwonko Posted August 30, 2015 Share Posted August 30, 2015 If it doesn't work then try to replace *white with any transparent image. But the image has to be in that pk3 too.*white? Never saw that before, isn't it $whiteimage? But why have a stage at all? Couldn't you just do something like the nodraw shader? textures/system/nodraw { surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_nolightmap }(q3map_nolightmap is not necessary here, since it's not compiled, but whatever.) Link to comment
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