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Custom texture and shader problems!


brigand1138

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Hi guys, I thought Id finally got it licked, but I haven't, while my texture now emits light, the texture doesn't show right, here's what it should look like:

 

works.jpg

 

The above pic shows the light_whited shader from the doomgiver directory, with the doomgiver.shader file edited to increase the light intensity, it works fine (it lights up the underneath of an imperial shuttle which you can't see in the pic)

 

Now here is what mine looks like:

 

dontwork.jpg

 

What I have done here, is made a new directory in the textures directory called "lights". I have copied the "light_whited" texture as used in the first pic, pasted it into my new "lights" directory and renamed it "mals_light", I have also copied the "light_whited_glow" texture into the lights directory and renamed that "mals_light_glow"

 

Finally, I copied the required text from the doomgiver.shader file, which is this:

 

textures/doomgiver/light_whited

{

q3map_surfacelight 50000

{

map $lightmap

}

{

map textures/doomgiver/light_whited

blendFunc GL_DST_COLOR GL_ZERO

}

{

map textures/doomgiver/light_whited_glow

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.75 0.05 0 5

}

}

 

 

And then created a new file called "lights.shader" pasted the above code into the file and changed it to this

 

textures/lights/mals_light

{

q3map_surfacelight 50000

{

map $lightmap

}

{

map textures/lights/mals_light

blendFunc GL_DST_COLOR GL_ZERO

}

{

map textures/lights/mals_light_glow

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.75 0.05 0 5

}

}

 

 

So, where am I going wrong guys?? The texture shows up fine in the JKIIRadiant, but not in game. Please help!!

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You infact dont need to copy the texture to a new dir you can just refrence it from its org folder give this a try

 

 

textures/lights/light_whited

{

qer_editorimage textures/textures/doomgiver/light_whited

 

q3map_surfacelight 5000

q3map_nolightmap

{

map textures/doomgiver/light_whited

blendFunc GL_DST_COLOR GL_ZERO

}

{

map textures/doomgiver/light_whited_glow

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.75 0.05 0 5

}

}

 

 

 

by using the qer_editorimage key you dont need to make a copy of the texture your just telling jkrad to us the path for org image

for your shader

you still need to leave the lights dir in the textures dir as it seems this version of radiant doesnt like to load shaders that dont have folder of the same name....also did you add the lights name to the shader list?

 

btw this shader will be about 50% transparent.... if you want a solid base with a glow over it just kill the

blendFunc GL_DST_COLOR GL_ZERO in the first stage

 

btw sorry about not getting back to you in the other thread i must have just logged off as you posted

 

hope this helps

let us know how you get on :)

 

laters

gizmo

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Thanks for the reply, I'll try that, I've had some problems with Radient and JKII itself throwing up errors at me now, so I've ditched EVERYTHING! Re-installed everything and am gonna start from scratch, The map was in it's extremely early stages anyway, it's not gonna take long to make what I'd done before again, it was the lighting that halted me!! (I like to get a problem I come across sorted before moving on!)

 

Thanks for the info Gizmo!!

 

note - this post MIGHT appear above yours, my last two posts showed as two hours EARLIER than when I posted them!!

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