SD_Radical_Ed Posted May 13, 2006 Share Posted May 13, 2006 how do i make a transparent(seethrough) shader with a lightmap? Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted May 14, 2006 Author Share Posted May 14, 2006 ok ppl come on, no one ever answers my posts. are they that hard to do or is it that nobody cares? anyways, heres what i need to do now. i need to make some water, that has a PORTAL REFLECTION on it, BUT is ALSO TRANSPARENT. i tried making a lightmap with the portal flags on it, but that just give me a mercury-looking water. i also tried a .png texture with alpha on it, and everything else i could think of. plz help. plz? Link to comment Share on other sites More sharing options...
ZemmurkTrooper Posted May 14, 2006 Share Posted May 14, 2006 Dude, if you start freaking out, nobody will help. Besides, there are lots of posts without any response after the first post, so... Link to comment Share on other sites More sharing options...
EvilJedi Posted May 16, 2006 Share Posted May 16, 2006 My suggestion: Google it and search/post on other forums, this seems pretty complicated to me, so I can't help you.. Link to comment Share on other sites More sharing options...
acdcfanbill Posted May 16, 2006 Share Posted May 16, 2006 um, i did one like this, but im a giant moron when it comes to shaders. mostly i find something raven did and start pasting crap together and then twiddle around with it until it actually works like it want takes a long time... textures/ctf_rift/grate { qer_editorimage textures/imperial/floorgrate surfaceparm nonopaque surfaceparm trans q3map_material HollowMetal { map textures/imperial/floorgrate alphaFunc GE128 blendFunc GL_ONE GL_ZERO depthWrite rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } so for me, this seemed to be clear in the correct spots and it had light cast on it, so uh, hopefully it's right/works for you. Link to comment Share on other sites More sharing options...
MDN14 Posted May 16, 2006 Share Posted May 16, 2006 I am not sure if you can use a portal reflection on a transparent brush or not. If you wanted water like in some of the high end maps you see where it reflects the sky in a really cool way, you need to take your sky textures and use the one for upa nd make it kinda blurry and a bit distorted then use it in the shader. Annother idea you could try if you want it to actually reflect images like the players, is use a portal mirror on the BOTTOM of the water area, like the bottom of a lake. ANd then just put normal transparent water in the lake or whatever. But then you have a small problem if players can actually go under the water and move around enough or go down far enough that the caera can go under water. I suppose you could try to make a nonsolid mirror brush right under the surface of your water and have it VERY thin. That way the water is there and if the player looks down from above water they see the reflection but if they jump in they are under the reflective brush and dont see the reflection anymore. JUst texture the underside of the mirror brush with caulk_water I guess. I think your best bet would be to use a combination of my last idea with the shader having the faked reflection of the sky in it. Look at this duel map by phZ. It has a really cool ice shader effect that I like alot, use the same concept for the distorted reflection in the ice for your water: http://www.pcgamemods.com/mod/5011.html You could try this with the ice shader for your water, it is the normal ice shader, plus portal reflection, dont know if it will work or not though Modified ice shader: textures/phz_hoth/ice { qer_editorimage textures/phz_hoth/ice surfaceparm trans surfaceparm pointlight surfaceparm alphashadow surfaceparm lightfilter portal q3map_surfacelight 100 q3map_backsplash 0.05 32 sort portal cull none { map textures/phz_hoth/ice blendFunc blend alphaFunc GT0 depthWrite rgbGen identity } { map textures/phz_hoth/reflection2 tcGen environment blendFunc blend alphaFunc GT0 glow depthWrite alphaGen portal 4000 rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } That would put the portal reflectiong at the shader's faked reflection layer, if you want the portal reflection to be at the water texture layer then just take out the "alphaGen portal 4000" and put it in the ice portion of the texture right under the "depthWrite" change stuff around if it does work and experiment to get it just how you want it PS. all credit goes to phZ for that shader, he is the one who made it, not me. So if you use it just mention him in the map's credits Link to comment Share on other sites More sharing options...
MDN14 Posted May 23, 2006 Share Posted May 23, 2006 So did that help you at all? Link to comment Share on other sites More sharing options...
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