surface parm


([rD]MrPink) #1

is there a surfaceparm to make something shiny, but not reflective?


(damocles) #2

You can’t use a surfaceparm for this, what you have to do is add another image mapping stage to your shader that causes an environment mapped shiny alpha blended texture to be applied over the first texture.

Look through the ET shaders for any textures that you know to have this shining effect (eg the thompson/mp40 guns have it) and you’ll see how to do it. You should be able to simply copy the section that adds the shine straight into your new shader.


([rD]MrPink) #3

I just went and tried multiple keys from the MP40 on my textures, but every one of them just made my texturs show up as if they were missing :frowning: . Any suggestions?


(damocles) #4

	{
		map textures/effects/tinfx.tga
		blendFunc GL_ONE_MINUS_DST_ALPHA GL_ONE
		tcMod Scale 1.2 1.2  
		tcGen environment
	}

Add that. Where it is tinfx.tga, change it to a texture of your own design. Make an alpha channel tga texture that repeates and is a monochrome shimmer effect. If you have photoshop, make a 256x256 image, add a clouds filter, copy the layer into an alpha channel and save as 32-bit tga.

There is most likely some similar effects textures in ET. There is I beleive a tinfx.jpg but as it’s jpg it won’t have alpha channel data and so may not work correctly.


([rD]MrPink) #5

Thanx a lot Damocles, you rule! I was just trying to add those things to my textures, I never would have tried to make an alpha channel thing, I realize you said that in your first post, I just didn’t understand it well.