I have been searching and reading the several shaderlab tutorials/help guides, but I can’t seem to find the following effect.
I have one texture with an alpha layer (laserwall_01.tga), that has another texture scolling underneath it (laser_02a_blue.tga) (see example)
textures/etf_mg_metal_color/laserwall_01_blue
{
qer_editorimage textures/etf_mg_metal_color/laserwall_01.tga
q3map_lightimage textures/etf_mg_sfx_color/laser_02a_blue.tga
surfaceparm nomarks
{
map textures/etf_mg_metal_color/laserwall_01.tga
}
{
map textures/etf_mg_sfx_color/laser_02a_blue.tga
tcmod scroll 0 2
blendfunc add
}
{
map textures/etf_mg_metal_color/laserwall_01.tga
blendfunc blend
}
{
map $lightmap
blendfunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
}
}
Now what I want to achieve (and has costed me several years of my life
), is the bottom texture to be rotated BEFORE the tcmod_scroll phase kicks in.
At the moment, I have copied the laser_02a_blue.tga-texture (laser_02b_blue.tga) and rotated it (180 degrees) in photoshop ; And gave it an inverse tcmodscroll. (see example)
textures/etf_mg_metal_color/laserwall_01_blue_reverse
{
qer_editorimage textures/etf_mg_metal_color/laserwall_01.tga
q3map_lightimage textures/etf_mg_sfx_color/laser_02b_blue.tga
surfaceparm nomarks
{
map textures/etf_mg_metal_color/laserwall_01.tga
}
{
map textures/etf_mg_sfx_color/laser_02b_blue.tga
tcmod scroll 0 -2
blendfunc add
}
{
map textures/etf_mg_metal_color/laserwall_01.tga
blendfunc blend
}
{
map $lightmap
blendfunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
}
}
Anyone can help me out with this one?
I somehow hope it will solve another problem I am having at the moment :
Some (afaik, shader corruption) error I get when playing a map :
WARNING: RE_AddPolyToScene: NULL poly shader
While it’s not bothering the gameplay, or having any negative effects in-game, it’s flooding the console.
Anyone here has a clue where I could start my search to solve that error ?
Thanks in advance.