Tremulous Forum

Media => Mapping Center => Topic started by: swamp-cecil on January 06, 2012, 03:12:49 pm

Title: Glass shaders brighten rooms [SOLVED] Uncreation Skybox [NOT_SOLVED]
Post by: swamp-cecil on January 06, 2012, 03:12:49 pm
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.
Title: Re: Glass shaders brighten rooms
Post by: UniqPhoeniX on January 06, 2012, 05:50:40 pm
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.
Title: Re: Glass shaders brighten rooms
Post by: swamp-cecil on January 06, 2012, 09:23:42 pm
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
Code: [Select]
{
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.
}
Title: Re: Glass shaders brighten rooms [SOLVED] Uncreation Skybox [NOT_SOLVED]
Post by: UniqPhoeniX on January 07, 2012, 08:35:05 am
Remove the blendfunc add from the first stage, possibly scale it in radiant?