Author Topic: Making Textures  (Read 4006 times)

Hydra

  • Posts: 170
  • Turrets: +1/-1
Making Textures
« on: August 26, 2006, 12:48:19 am »
can some 1 tell me how to make textures like glass and transit blood (where the white colour doesnt shoe up)
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

vcxzet

  • Guest
Making Textures
« Reply #1 on: August 26, 2006, 01:02:17 am »
shader manual

Lava Croft

  • Guest
Making Textures
« Reply #2 on: August 26, 2006, 09:40:26 am »

Hydra

  • Posts: 170
  • Turrets: +1/-1
Making Textures
« Reply #3 on: August 27, 2006, 06:21:26 pm »
ive tryed and failed.... big. i try to make a texture like on transit where the blood texture is draw in front of everything else and the white background cant be seen... well lets just just say every other shader went up the creak. can some 1 tell me wat i have to tipe in the .shader for my texture to have an invisible back ground.
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Making Textures
« Reply #4 on: August 27, 2006, 08:13:53 pm »
Quote from: "Transit.shader"
textures/transit/jher_flood_d_blood1
{
   surfaceparm noimpact
   surfaceparm nonsolid
   surfaceparm trans
   polygonoffset
   {
      map textures/transit/jher_flood_d_blood1.jpg
      blendfunc filter
   }
}

noimpact means entities don't hit it
nonsolid means entities can pass through it
trans makes it so it doesn't affect the VIS
polygonoffset sets it a predetermined distance from it's plane (lifting it off the underlying texture)
blendfunc filter removes the white pixels in the image iirc

Simply analysing the included shaders can teach you a lot. Try it out.
By this you can see that if you simply replace the dirs and images and have that which needs to dissappear be white and you're all set.
I’m busy. I’ll ignore you later.

Hydra

  • Posts: 170
  • Turrets: +1/-1
Making Textures
« Reply #5 on: August 29, 2006, 05:24:12 pm »
ty,
do u kno how u make a tesxture where u can pass thru it so to speak.
Code: [Select]
textures/Facility-Gamma/water
{
qer_editorimage textures/Facility-Gamma/water.tga
qer_trans .9

entityMergable

q3map_globaltexture

surfaceparm water
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
surfaceparm noimpact


{
map textures/pulse/water.tga
blendfunc GL_ONE GL_SRC_COLOR
tcMod scale .03 .03
tcMod scroll .01 .001
}
{
map textures/Facility-Gamma/water.tga
blendfunc GL_DST_COLOR GL_ONE
tcMod turb .3 .3 0 .03
tcMod scale .7 .7
tcMod scroll -.03 .6
}
{
map $lightmap
rgbGen identity
tcGen lightmap
blendfunc filter
}
}

its from pulse if u havnt gessed. but i want to make it so u can pass thru it, but i just cant figure it out
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Making Textures
« Reply #6 on: August 29, 2006, 06:51:03 pm »
I can't do it all for you, best is to learn yourself. This link ( http://www.qeradiant.com/manual/Q3AShader_Manual/ ) which lava posted is the manual to shaders. Read it through.
I’m busy. I’ll ignore you later.