Tempust85 Posted December 1, 2016 Posted December 1, 2016 So I'm trying to add specular to my func_static and func_door, but alphaGen lightingSpecular doesn't work. alphaGen wave inversesawtooth 0 1 0 1.65 does so I've ruled out alphaGen itself not working with it. Things to know: - tried a seperate specular texture and specular in the diffuse alpha channel, no luck- tried shaders that work on normal brushwork & MD3 models, no luck Anyone have an idea as to what seems to be blocking a func_ entity from using alphaGen lightingSpecular? @@ensiform @@Xycaleth
Xycaleth Posted December 2, 2016 Posted December 2, 2016 A complete guess here, but try adding rgbGen entity as well. I'll have a look after work for a proper answer. Tempust85 likes this
Tempust85 Posted December 7, 2016 Author Posted December 7, 2016 @@Xycaleth did you get a chance to have a look?
Xycaleth Posted December 8, 2016 Posted December 8, 2016 Ignore my previous advice You want to make sure the rgbGen is *not* entity. Try something like rgbGen vertex or rgbGen lightingDiffuse.
Tempust85 Posted December 11, 2016 Author Posted December 11, 2016 @@Xycaleth Here's my shader: textures/df2_lifts/lift1 { { map textures/df2_lifts/lift1 blendFunc GL_ONE GL_ZERO rgbGen vertex } { map textures/df2_lifts/lift1_s blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map textures/df2_lifts/lift1_glow blendFunc GL_ONE GL_ONE glow } } Glow works, just not specular.
Asgarath83 Posted December 11, 2016 Posted December 11, 2016 mmm if i remember, lightningdiffuse \ specular works good for glm models, vertex for 2d shaders (like flags and banners).for brush and MD3 models should use rgbgen identity.maybe there is some reflective entity glass on some map game that allow to check how is the shader for a func_entity brush with light specular surface... maybe some glass door. models/map_objects/pillars/symbol4 { surfaceparm trans q3map_material rock q3map_onlyvertexlighting { map models/map_objects/pillars/symbol4 blendFunc GL_ONE GL_ZERO detail rgbGen identity } { map models/map_objects/pillars/symbol4 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO rgbGen identity detail } } maybe this shader parameters of my mod can be of help.a metallic weapons example maybe can be of more help: models/weapons2/concussion/gun { { map models/weapons2/concussion/gun blendFunc GL_ONE GL_ZERO } { map models/weapons2/concussion/spec blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_AKPHA detail alphaGen lightingSpecular } { map models/map_objects/cda/marble_env6 blendFunc GL_DST_COLOR GL_ZERO alphaGen const 0.5 tcGen enviroment
Tempust85 Posted December 11, 2016 Author Posted December 11, 2016 The specular just doesn't show up at all on the func_static. Shows fine if it's brushwork or an MD3 model though.
Xycaleth Posted December 11, 2016 Posted December 11, 2016 Make sure you set rgbGen on your specular stage too. RgbGen settings between shader stages are completely independent.
Tempust85 Posted December 12, 2016 Author Posted December 12, 2016 Tried it with no luck. Something in the code has to be blocking specular on func ents. :/
eezstreet Posted December 13, 2016 Posted December 13, 2016 Do specular shaders work on other brushes? That might be the issue.
Archangel35757 Posted December 13, 2016 Posted December 13, 2016 @@eezstreet -- according to post #7... yes... sounds like a bug.
Tempust85 Posted December 15, 2016 Author Posted December 15, 2016 Works on everything else as usual. Alphagen wave even works on func ents but alphagen specular doesn't so I dunno. I've had to resort to loading an md3 model from the func_static.
Langerd Posted January 6, 2017 Posted January 6, 2017 Speculars doesnt work on the md3 models that are parent with the func_doors or func_trains.. dunno why.. (they sorta doesnt work.. sometimes i see the _spec texture but it is bugged)Maybe it doesnt work on other func_'s as well.. :S
Tempust85 Posted January 6, 2017 Author Posted January 6, 2017 Specular is working on MD3's that are loaded using func_ ent which is my workaround for func_ ent brushwork not being able to use specular.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now