Alright, every time I make a glass shader, I get a bug where everything past the glass is extremely bright. How do I stop this? I can't release Gomeisa B2 or _Shift if this keeps happening. Im using the nexus6/niveus glass shaders and putting nodraw on the side of the glass which should not be seen through from.
EDIT: Another nuissance im having with another map is that I need to find a way to display the uncreation skybox below the map. I get the hall of mirrors when placing the skybox at the bottom. The sides and top works, but not the bottom.
Niveus and Nexus6 glass textures contain blendfunc add stage which causes the brightening. The effect is not that bad with all of them, so you could try a different one, or get one from a different map.
Don't think uncreation sky can easily be displayed below. You could try changing the shader to not be sky or using a camera.
Thanks about the glass! But for my "skybox" bottom, it displays the picture I want, but I need a black backround.
Heres what it looks like. After a while it turns white, as shown in the first(?) pircture: http://imgur.com/z1G5J,fa7lj
Heres what I have. considering im not a shader maker I find this impressive:
textures/Subconscious/billskybottom
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
{
map textures/uncreation/billsky_1.tga
blendfunc add
tcMod scroll 1.5 -0.5
}
{
map textures/uncreation/billsky_2.tga
blendfunc add
tcMod scroll 0.5 1.5
}
//***** This iss the shader used as the skybox for the bottom of the map.
}
Remove the blendfunc add from the first stage, possibly scale it in radiant?