No alphaGen lightingSpecular?


(Pande) #1

So, I have this little trick in JK mapping where I use a shader block like this:

{
map $whiteimage
rgbGen const ( 0.06 0.06 0.06 )
rgbGen identityLighting
alphaGen lightingSpecular
blendfunc GL_ONE GL_ONE
}

which makes a faint shinyness overlay to the entire surface. In game, when the player moves around, the surfaces will appear to brighten or darken just a bit (darkening is ofc a lack of lightening, but the player doesn’t know that)

so I place it into my map and :frowning: just a white overlay. So I then go and test it normally using two images (one with high contrast and some other adjustments) and the high contrast one appears and acts as if it is the only image there.

Is there NO way to get alphaGen lightingSpecular to work in W:ET? Sucks if it isn’t a feature. :frowning:


(Diego) #2

There are a lot of shader improvments in later games like JK and COD that wolf can’t use. For instance, COD has .dds textures. Wolf can’t use them. However, MOHAA doesn’t support phong shading. That’s why they build terrain out of patch meshes.

It wouldn’t surprise me that this feature is not supported in ET. I’ve never heard of it.


(Pande) #3

<-- cries. mkay, dump that idea down drain then :frowning: I’m kinda laughing at MOHAA mappers now though xD


(IndyJones) #4

cod uses patch meshes for terrain too.


(ailmanki) #5

why not ET? patchmeta