Ratty, Mindlink, fellers thanks, that all sounds fantastic. Only one fly in the ointment…I’m not a shader guru & while I understand the basics of your suggestions, I think I need to focus on the simplest approach or I’m not going to get this done
.
The setting is a dock platform surrounded by water…its dark (night) its dead flat & the beam will probably move back & forward over the flat surface. I tried decal projectors, but never got on with them.
So I’m thinking
[quote] First one (that only works on a single flat surface though) is to do a brush out of nodraw and put a decal shader searchlight texture on top if it and make that a script_mover, moving it around on your flat surface.
[quote]
A script mover…thats like a train I guess.
Decal shader searchlight texture…this I need to make ? Simply a round light area with an alpha channel mask with:
textures/smurkin/searchlight
{
qer_editorimage textures/smurkin/searchlight.tga
surfaceparm trans
// surfaceparm alphashadow
surfaceparm nomarks
polygonOffset
cull none
{
map textures/smurkin/searchlight.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc filter
depthFunc equal
}
}
(is this what you mean by a decal shader ??) or can I do it with .jpegs ? Any idea if this will cast onto water (it need not) ???
As for the model…I’ll probably make my own…something dead simple.
Thanks again.