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3 quick GTK MP questions(I hope): Glass, caulk, light shaders, and sparklies(xcom?)


Grets Sirob

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Okay,

I need some serious help(yes, mental, but that's not what I'm talking about...)

 

1. Glass: How do you make it? Explain in newbie terms please, starting from where I can find the glass texture, to how to place it. Don't say something like this, "ok make your brush, then put it on the magic super brush you should have made"

 

2. Caulk: Is it suppose to look like the no-shader shader? Cause I made part of a map and left it open to the void so I could add stuff later, and it looked like the no-shader shader. Why?

 

3. Light Shaders: How do you make them? And, where can I find a list of light-emitting shaders?

 

4. AAAAAGGGHHH!!!!!!! My map has sparklies! How can I fix this?! In newbie terms please.

 

Thanks!

 

 

 

 

:trooper: Hey, you there!

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Quick questions he says. Hehe.

 

1.

Don't say something like this, "ok make your brush, then put it on the magic super brush you should have made"

 

How else could I possibly say it, eh?

Make a brush. Apply glass texture to it. Convert it to func_glass (if you want it to be breakable).

 

I found a whole bunch of glass textures in system/tests. I haven't tried them myself yet, but I suggest you start with

tests/glass_nolightmap or tests/glass_vertexlight. If that doesn't produce desirable effect, try different shaders.

 

2. Yes, caulk is "supposed" to do that. Better not to leave caulked parts visibile to the player.

 

3. Light emission is cotrolled by q3map_surfacelight line in a shader code. For instance:

 

textures/impdetention/doortrim01

{

q3map_surfacelight 200

q3map_nolightmap

{

map textures/impdetention/doortrim01

rgbGen identity

}

}

 

This shader emits light. AFAIK, it's not possible to directly see which shaders emit light in GTK. Personally, I always make my own shaders.

 

4. Ah, sparklies, aka. T-Junction Cracks. I assume you have them where curves touch regular brushes. Unfortunately, I cannot explain this in newbie terms. I suggest you first read this:

 

http://www.qeradiant.com/manual/Q3Rad_Manual/ch12/pg12_1.htm#sparklies

 

Basically, you need to adjust your geometry to fit the patches. Also check these pics.

 

http://home.planet.nl/~xcom/art/sparklies.gif

http://home.planet.nl/~xcom/art/sparklies2.gif

 

Good luck!

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Originally posted by Xcom

1.How else could I possibly say it, eh?

Make a brush. Apply glass texture to it. Convert it to func_glass (if you want it to be breakable).

Ok, I was using a "glass" texture, called, "glass2" in the common texture set, that one must not work...

2. Yes, caulk is "supposed" to do that. Better not to leave caulked parts visibile to the player.

It is? I thought it wasn't suppose to be invisible. But, then again, I've never actually seen caulk before...

3. Light emission is cotrolled by q3map_surfacelight line in a shader code. For instance:

 

textures/impdetention/doortrim01

{

q3map_surfacelight 200

q3map_nolightmap

{

map textures/impdetention/doortrim01

rgbGen identity

}

}

 

This shader emits light. AFAIK, it's not possible to directly see which shaders emit light in GTK. Personally, I always make my own shaders.

Great, now what...

 

Maybe I'll just add the right line to the one I want to use...

 

4. Ah, sparklies, aka. T-Junction Cracks. I assume you have them where curves touch regular brushes. Unfortunately, I cannot explain this in newbie terms. I suggest you first read this:

 

http://www.qeradiant.com/manual/Q3Rad_Manual/ch12/pg12_1.htm#sparklies

 

Basically, you need to adjust your geometry to fit the patches. Also check these pics.

 

http://home.planet.nl/~xcom/art/sparklies.gif

http://home.planet.nl/~xcom/art/sparklies2.gif

 

Good luck!

 

Thank you so much! I think I know how to fix it now.

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:trooper: Hey, you there!

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