Lightstyles and decals. I need help!


(th3n0u5) #1

Hi to everyone, I’ve got some questions about lightstyles.
I can’t understand how to make them work, can someone explaine me step by step? I also downloaded a .pk3 file from www.shaderlab.com, it contains a .map and a .bsp, the bsp have flashing lights, but if I compile the map i obtain only static lights…:frowning:
Why?
How does it works?
How does alphagen etc works?
Do I need some special comand line? or some special file? or what?
Plz… I need a step by step help about it. Help me.
P.s. how does decals works on q3map2?
tnx to everyone who will help me.


(chavo_one) #2

What version of q3map2 do you have? Depending upon what game you are mapping for, lightstyles weren’t fully introduced until version 2.5.5-test-11.


(The5thHorsemen) #3

http://spiderdemon007.home.comcast.net/5thhors_004.htm


(Matt) #4

Got an example .shader for decals?


(rgoer) #5
textures/yourmap/decal
{
 surfaceparm trans
 nomipmaps
 polygonOffset
 {
  map textures/yourmap/decal
  blendFunc blend //or the blendfunc of your choice
 }
}

(Matt) #6

So sort shouldn’t even be used, or?


(The5thHorsemen) #7

some of theses have custom info parms for a q3 mod .

Flag on wall


textures/5th_banners/5th_dbsnake_wall
{
        surfaceparm nonsolid
	polygonOffset
        sort 6
	{
		map textures/5th_banners/5th_dbsnake_wall.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
	}
}

Picture on wall.


textures/clansigs/tc_sig1man
{
        surfaceparm nonsolid
	polygonOffset
        sort 6
	{
		map textures/clansigs/tc_sig1man.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
	}
}

Light emmiting decale:


textures/5th_indoor/cabinet_light_decal
{
	q3map_lightimage	textures/UTCMP_colors/yellow_light.tga
	qer_editorimage	textures/5th_indoor/cabinet_light.tga
	q3map_surfacelight	3000
	polygonOffset
        sort 6
	surfaceparm glass
    {
        map $lightmap
    }
    {
        map textures/5th_indoor/cabinet_light.tga
	blendfunc gl_dst_color gl_zero
	rgbgen identity
    }
    {
        map textures/5th_indoor/cabinet_light_glow.tga
        blendFunc GL_ONE GL_ONE
    }
}

icicle decal draws over object’s: it hangs off the wall it is drawn over:


textures/snow_bridge/decal_icicle
{   
        qer_editorimage textures/snow_bridge/icicle.tga
        surfaceparm nolightmap
        surfaceparm trans
        surfaceparm nonsolid
  //   surfaceparm ice
        cull disable
	polygonOffset
        sort 8
	nopicmip
	{   
		map textures/snow_bridge/icicle.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
                rgbGen vertex
	}
}


(Hewster) #8

Nice tut horseman… thanks :slight_smile:

Hewster


(ydnar) #9

Don’t forget ‘surfaceparm trans’ unless you want those decals casting shadows.

y


(Loffy) #10

When I pull down the consol, I see
“Enable spawning
_decal does not have a spawn function
_decal does not have a spawn function
_decal does not have a spawn function
_decal does not have a spawn function
_decal does not have a spawn function
Disable spawning”

Hm, what does it mean?
I do not think it affects the game. It looks alright.
// Loffy


(Loffy) #11

And, my second question is also about decals.
Let’s assume I want to make a decal with nothing more that the numbers “1,618”. I make the image a .tga (in Photoshop), 128 x 128 pixels. Numbers in bright red (or whatever) and a white background.
How can I make only the numbers to be projected onto the surface? I mean, when I try, I get the whole square (the total image) projected. That is, the numbers AND the white background of the image. That is un-cool.
// Loffy


(ydnar) #12

In the shader, use:

blendFunc GL_DST_COLOR GL_ZERO

If you want the numbers to fade out properly in fog, invert the image (so white becomes black, and red becomes cyan, etc), and use:

blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR

y