deformVertexes autosprite2 non functional in ET?


(pazur) #1

Is deformVertexes autosprite2 non functional in Enemy Territory?

I want to have a shader that lets the texture always face the player…

Here is what the shader manual says:

deformVertexes autosprite2
Is a slightly modified “sprite” that only rotates around the middle of its longest axis. This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room.

This worked fine in RtCW, but seems to be broken in ET. Is there a workaround or am I doing something wrong in the shader?

Shader:


textures/paz/baum1fp
{
	qer_alphaFunc gequal 0.5 
	qer_editorimage textures/paz/baum1fp.tga
	nomipmaps
	nopicmip
	surfaceparm nomarks
	surfaceparm alphashadow
	surfaceparm nonsolid
	surfaceparm pointlight
	surfaceparm trans
	deformVertexes autosprite2
	{
			map textures/paz/baum1fp.tga
			alphaFunc GE128
        	depthWrite
        	rgbGen vertex
	}
}


(CptnTriscuit) #2

Your shader is fine, to the best of my knowledge autosprite2 is broken/super-screwy in ET. Your best bet is to try and use the normal autosprite option; just remember to make sure your .tga is square.

I used this code for my sprites:


textures/cptnt_terrain/tree_01
{ 
        surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	cull disable
	nopicmip		
        surfaceparm nolightmap 
	qer_editorimage textures/cptnt_terrain/tree_01.tga
      deformVertexes autosprite

        {
		clampmap textures/cptnt_terrain/tree_01.tga
                blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		alphaGen vertex
                rgbGen identity
	}
}


(pazur) #3

Unfortunately autosprite doesn’t work for me :banghead: I would need to have the autosprite2 :frowning:


(CooperHawkes) #4

it is a dirty workaround, but a beam should give you the same result