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Desperately seeking shader help


Anavel Gato

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We are pretty much done with the first map for the Cardboard Tube Showdown MOD but the mapper (Tenken) and I really suck at anything that comes even close to coding. That includes shaders.

 

Here is a render of the map...

http://www.obeythetube.com/images/files/CTS-wp8_800x600.jpg

 

The finishing touches of this map includes a shader that we can't seem to make. We have tried using Q3ASE and have searched the net a lot but we just don't get it :(

 

If somebody can hep us with this that would be very very cool and ofcourse you will be credited for it.

 

This is what needs to happen:

- The big metal monster at the edge of the map has a red ball on the top of his head (see render image). The monster with ball is 1 static mesh/map object and the ball is a separate part within the mesh which uses it's own texture.

- This ball needs to glow red in a way that there is a red "haze" around the ball. Kind of like a light with a glow but without the actual light.

 

I hope that somebody can help us out with the actual shader text!

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textures/omfg/redball
{
   {
       map $lightmap
   }
   {
       map textures/omfg/redball
       blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
   }
   {
       map textures/omfg/redball
       blendFunc GL_ONE GL_ONE
       glow
       tcGen environment
   }
}

 

I think you can set the paths right yourself.

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It's that "glow" line that is key. This creates what you see in-game when you look at a glowy shader.

 

One thing...some people's machines don't do dynamic glow. One thing you can try (GothiX probably could have bet you money that I would say this) is use a preexisting flare shader. Make a square, thin brush out of nodraw, and cover the two square opposite sides with a shader from the textures/flares set.

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