Odd Shader Question


(PleaseMYOB) #1

I know this probably isn’t the right place, but I’ve asked, and searched… :banghead:

I have this shader for SOF2… Simple enough…

textures/myobcastles/blue1_5000
{
qer_editorimage textures/myobcastles/bluepic1
q3map_surfacelight 5000
q3map_lightimage textures/myobcastles/myobbluecolor
q3map_flare gfx/misc/lens_flare
q3map_material Glass
{
map $lightmap
}
{
map textures/myobcastles/bluepic1
blendFunc GL_DST_COLOR GL_ZERO
}
}

What I want to do is keep a light value, and a light color… But have it not display in game, or block other light sources, similar to a _nodraw…

Is this possible ? with Q3MAP2, or going to be added in a future release?


(ydnar) #2

textures/myobcastles/blue1_5000_nodraw
{
	qer_editorimage	textures/myobcastles/bluepic1

	q3map_lightimage textures/myobcastles/myobbluecolor
	q3map_surfacelight 5000
	
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	
	{
		map $whiteimage
		alphaFunc GE128
		alphaGen const 0
	}
}


(PleaseMYOB) #3

You are the MAN… :drink:

I want this to be legable text for everyone… How (where) would I add = nomipmap = as this is the only thing I found that sounds like it would do that… Unless you know of a better way ?

textures/myobcastles/myobsign
{
q3map_material HollowMetal
{
map $lightmap
}
{
map textures/myobcastles/myobsign
blendFunc GL_DST_COLOR GL_ZERO
}
}


(PleaseMYOB) #4

Side question on blue1_5000_nodraw

the light only travels so far, which I can over come, but would be better to have a scale adjustment option similar to a point light?


(ydnar) #5

Increase the surfacelight of it.

As an alternative, you can set a very low brightness, say 1, and use:

q3map_backSplash 100000 1

Which will have a purely backsplash/point light from the surface.

y


(PleaseMYOB) #6

textures/myobcastles/myobsign
{
q3map_material HollowMetal
nomipmap(s) - I had left the s off…

I raised the value, and it worked out ok, I still need to try the q3map_backSplash option…

But everything works great now, TY, Ydnar…