Changing the snow


(Avoc) #1

Just a quick question from me: Is there any way to change the snow texture (i.e. the atmosphere - snowfall texture) ?

I know that you are able to change the cursor icon and the “objective” icon in maps, but is the same thing possible with snow?


(kamikazee) #2

I believe you can by issuing a remapshader statement inside your level script. Just remap gfx/misc/snow to any other shader you want.


(89blitz) #3

And thats the way the strogg crumbles :stroggbanana:


(Avoc) #4

Indeed, many thanks.


(Avoc) #5

I saw a picture of the map “fountain of youth” and the nice bloom effects (postprocessed I think) gave me an idea. Would it be possible for me to make my snow had that sort of bloom effect?

These are my thoughts:

This is a simple texture that emits light:

textures/quotidian/window2Light
{
	qer_editorimage textures/quotidian/window2Light.jpg
	q3map_surfacelight 300
	surfaceparm nomarks
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/quotidian/window2Light.jpg
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/quotidian/window2Light.blend.tga
		blendfunc GL_ONE GL_ONE
		rgbGen identity
	}
}

Look at the window to your left. That is the window in question.

Now, the only thing the shader does is actually to blend to textures with eachother (window2light and window2light.blend) intensifying the color and giving it a “glow” like effect. The light itself is added to your map during your compile.

This is the original snowflake shader:

gfx/misc/snow
{
	cull none
	entitymergable
	nofog
	//nomipmaps
	nopicmip
	sort decal
	{
		clampmap gfx/misc/snowflake.tga
		blendfunc blend
		//alphafunc GE128
		rgbgen vertex
	}
}

If I were to use

/remap shader gfx/misc/snow

and add

textures/mapname/snow

could I then (in my own map shader) add two textures that blend with eachother, giving that “glow” effect, but not emitting light?