zeimi Posted November 8, 2003 Share Posted November 8, 2003 My very own light emitting shader... textures/jedi/lamppu { q3map_lightimage textures/jedi/lamppu_glow qer_editorimage textures/yavin/met_light01.jpg q3map_surfacelight 400 q3map_lightsubdivide 128 q3map_nolightmap { map textures/yavin/met_light01 blendFunc GL_DST_COLOR GL_ZERO } { map textures/jedi/lamppu_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } Why the shader becomes transparent in game? The way I would want this to be is that it would emit some amount of light around itself, would have glowing effect at the light areas of the texture and no light-emitting areas would be rather dark (as dark as shows in image). met_light01 is a basejk texture. lamppu_glow I created myself: it's this: Link to comment Share on other sites More sharing options...
wedge2211 Posted November 8, 2003 Share Posted November 8, 2003 Originally posted by zeimi { map textures/yavin/met_light01 blendFunc GL_DST_COLOR GL_ZERO } { map textures/jedi/lamppu_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } There's your problem, in bold. A blendfunc will make it so that parts of the image are blended into the background, ie, they're transparent or transluscent. Get rid of that line to make the mapped image completely opaque, or check the Q3A shader manual that comes with Gtk for the other blendfuncs. Link to comment Share on other sites More sharing options...
WadeV1589 Posted November 8, 2003 Share Posted November 8, 2003 He just means get rid of the blendFunc GL_DST_COLOR GL_ZERO line (as you replied with it all in bold!) Link to comment Share on other sites More sharing options...
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