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!