wedge2211 Posted December 12, 2002 Share Posted December 12, 2002 Two half-related questions: First, how can I make a shader translucent? Second, every time I compile my city of the ancients map, the game lights through curves that are supposed to be opaque, as if they aren't even there (hit the link in my signature and look at the interior shots of the white temple to see what I mean...that bright lit square on the floor shouldn't be there). How do I fix this? I tried doing extra light passes and it didn't seem to help. Link to comment Share on other sites More sharing options...
Shadriss Posted December 12, 2002 Share Posted December 12, 2002 Well, maybe I'm just blind, but I dont see the problem... the only lighting I see ppears to be coming form a light entity you placed under the cross beams of the cieling (nice wood texture BTW - Where did you get that?) Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 12, 2002 Share Posted December 12, 2002 Use -patchshadows in the light process! In the new GtkRadiant no q3map2 command is there with this switch. Who knows why? So you have to create a new one or modify an existing. Link to comment Share on other sites More sharing options...
wedge2211 Posted December 12, 2002 Author Share Posted December 12, 2002 Shadriss - I think the angle I took that shot at just wasn't the best to see what I meant. The wood, and the plaster on the temple walls, and the weave on the yellow temple altar came form the texture sets in an image editor I have. Leslie - Oooooh, thanks. That does seem kind of silly not to have in the menu... So then how about translucency? I thought that maybe I could just copy a glass shader code and change the image it uses to my canopy image, but I thought that that would result in too much transparency. I want to code something so that light/shadow passes through it but you can't actually SEE through it. Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 13, 2002 Share Posted December 13, 2002 "4.8.23 trans Tells q3map that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfuncs should be marked as surfaceparm trans." "6.2.1.3 blendfunc blend Shorthand for blendfunc gl_src_alphagl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture." - from the Q3A Shader Manual I think this can help. Link to comment Share on other sites More sharing options...
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