Scarlett Posted May 18, 2003 Share Posted May 18, 2003 For some reason, the map compiler (sof2map) isn't taking the alpha channel into consideration for the shadow casting, even though i have it setup correctly ..as far as i know anyway. Here's the shader i'm trying to do this with: Textures/Test/MetalGrate01 { q3map_alphashadow cull none { map Textures/Test/MetalGrate01.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } } Is there something else that needs to be done for this to work correctly? I've been at this for hours.. Link to comment Share on other sites More sharing options...
Emon Posted May 18, 2003 Share Posted May 18, 2003 You need Q3Map2, SoF2Map can't do alphashadows. Link to comment Share on other sites More sharing options...
Wudan Posted May 18, 2003 Share Posted May 18, 2003 SOF2Map is not good. Q3Map2 is evidence of a higher power. Link to comment Share on other sites More sharing options...
Scarlett Posted May 18, 2003 Author Share Posted May 18, 2003 Alright, i was going to try that as that's what most people seem to use. But sof2map seems to recognise the shader parameter... so i imagine there's a way to get it working somehow.. Link to comment Share on other sites More sharing options...
Scarlett Posted May 18, 2003 Author Share Posted May 18, 2003 Alright, i've found q3map2 but I'm having a problem with it. Where exactly does it look for the 'Shaders', or even the 'Base' directory? It doesn't seem to be finding them.. and it doesn't tell you where it's looking for them, so.... Link to comment Share on other sites More sharing options...
Leslie Judge Posted May 19, 2003 Share Posted May 19, 2003 Use this: http://planetquake.com/hro/webs/q3map2toolz.htm Link to comment Share on other sites More sharing options...
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