Langerd Posted October 28, 2016 Posted October 28, 2016 (edited) I want to do these crystalsbut i took the shaders from glass.. and it looks crappy.. it doesnt give a damn about lightning, fog and any shadows.. How to make normal texture that is just a little transparent?..EDIT"NVM I managed to do something cool :models/map_objects/cave/crystals1{ qer_editorimage models/map_objects/cave/crystals1 q3map_tesssize 48 qer_trans 0.5 surfaceparm nonopaque surfaceparm trans q3map_material Glass q3map_nolightmap { map models/map_objects/cave/crystals1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA }{map models/map_objects/cave/crystals1_glowblendFunc GL_ONE GL_ONEglowrgbGen identity} { map models/map_objects/cave/crystals1_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular }}And final product Edited October 29, 2016 by Langerd Smoo likes this
SomaZ Posted October 29, 2016 Posted October 29, 2016 Looks good, but imo you should use an environment stage for some stronger highlight. Right now it looks pretty dull. Also, the scratches along the edges are to continuous and repetitive for my taste. Tempust85 and Langerd like this
Tempust85 Posted October 29, 2016 Posted October 29, 2016 Make sure you also have the mesh surface as facet.
Archangel35757 Posted October 29, 2016 Posted October 29, 2016 the ref poc looks more like a reflective mirror surface than see-thru.
mrwonko Posted October 29, 2016 Posted October 29, 2016 Are there any sorting issues? That shader looks like it would lead to distant surfaces sometimes being rendered in front of nearby ones...
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