Tremulous Forum
Media => Mapping Center => Topic started by: swamp-cecil on December 14, 2010, 09:57:48 pm
-
so, i want to make a texture that is transparent on white areas on the texture and can be walked through. Here is my code. Since it is my first shader coding, it would probably be wrong.
textures/sinix/warning
{
{
map textures/sinix/warning.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
blendfunc add
}
}
i took the display from arachnig2 and modified it. does this work?
REMEMBER: the WHITE parts MUST be transparent, not the black parts.
-
surfaceparm section should be right after 'textures/sinix/warning {'
Check shader manual for details
-
surfaceparm section should be right after 'textures/sinix/warning {'
Check shader manual for details
link to the shader manual? :S
-
google -> shader manual? =D
Ok,ok... i know, u lazy like we all here. Try check here: http://q3map2.everyonelookbusy.net/shader_manual/ (http://q3map2.everyonelookbusy.net/shader_manual/)
seriously... you trying mapping without shader manual knowledges? There is a lot of amazing things you can do using only shaders. Learning how shaders work take a lot of time, but totally worth it.
PS lol, my site 7th on 'shader manual' request in google! O_o
UPD: You can try shaders editor Q3ASE: http://www.bpeers.com/software/q3ase/q3asetutorial.html (http://www.bpeers.com/software/q3ase/q3asetutorial.html), but i strongly recommend read shaders manual for basic knowledges.
-
Looked at this (http://tremulous.net/forum/index.php?topic=14711.0) topic at all for the transparency?
-
close, but thats not what i want Creature. The graffiti is ON the wall. I want it floating like a hologram on no texture. would it still work?
-
Oh, try checking out Ingar's hologram textures in Vega and Procyon.
-
close, but thats not what i want Creature. The graffiti is ON the wall. I want it floating like a hologram on no texture. would it still work?
Yes it should still work.
- Make a detail brush.
- Completely texture with common/nodraw.
- Texture one brush face with your shader.
Possible configuration:
textures/sinix/warning
{
qer_editorimage textures/sinix/warning.tga //image to display in radiant
nomipmaps //prevents resolution decrease due to distance
nopicmip //prevents resolution decrease due to distance
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
surfaceparm nomarks
deformVertexes autosprite2 //shader always faces the player
{
map textures/sinix/warning.tga
blendfunc filter
}
}