decal's or or something but look


(Enforcer) #1

PIC How do i get the glass effect like that?


(Tigris) #2

Thats a projected decal, fiesling had a tutorial on this at his page- sadly it’s gone… Let me see, I’ll look if I find a tutorial somewhere…
Ok, found it, but it’s in german- just run babelfish over it and see if it makes sense- the shader is posted there already…

http://www.level-designer.de/index.php?option=content&task=view&id=1572&Itemid=30


(smurkin) #3

textures/fiesling/scheibe //Name of the texture
{qer_editorimage textures/fiesling/scheibe.tga //Radiantbildchen trans
//Was behind the texture is surfaceparm, computed cull none// texture
can from both sides be seen
surfaceparm more
lightfilter //our Projektionsparamter qer_trans
0,6// as strongly the texture in radians transparent is
{map textures/fiesling/scheibe.tga// our disk
texture blendfunc gl_dst_color gl_zero}}

textures/fiesling/scheibe
{
qer_editorimage textures
surfaceparm trans
cull none
surfaceparm lightfilter
qer_trans 0.6
{
map textures/fiesling/scheibe.tga
blendfunc gl_dst_color gl_zero
}
}

Sorry if I’m being a newb here (I am )…if I use this shader…my .tga will become transparent and light will project through it…do I need an alpha channel to do that ?

And for my glass shader in my skylight:

textures/glass/blueglass
{
surfaceparm nolightmap
surfaceparm nonsolid
cull twosided
{
map textures/glass/blueglass.tga
tcGen environment
tcMod turb 0 0.01 0 0.01
tcmod scroll .0 .0
blendfunc GL_ONE GL_ONE
}
}

I change the top to:

surfaceparm trans
cull none
surfaceparm lightfilter
qer_trans 0.6

and throw in surfaceparm nonsolid for good measure ?

Thanks


(michi.be) #4

the page isn’t gone. our ISP had a crash and we re-launched.
www.level-designer.de (left menu q3map2-tutorials)


(Detoeni) #5

The window in the picture was done with a large window texture (512x256) with “surfaceparm lightfilter” in the shader. The walls that it is projected on have “q3map_lightmapsamplesize 1x1” in the shader. Cant remember what compile options I used, and there probably is a better way of doing it as its been a while since I made that.