Transparency - I'm not doing it right

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Transparency - I'm not doing it right

Postby Clueless Newbie » Sun Jul 29, 2007 2:25 pm

This is the texture I'm working on:

Image

(actually, I'm using a .tga version, but either Safari does not like .tga or the .tga versions got messed up by sftp)

This is the current shader for that texture (again, I'm using .tga in the game - the above .png is just so it'll show in Safari):
Code: Select all
textures/rustvents/rustframe
{
   cull disable
   {
      map textures/rustvents/rustframe.tga
      rgbGen identity
      depthWrite
      alphaFunc GE128
   }
   {
      map $lightmap
      blendfunc filter
      rgbGen identity
      tcGen lightmap
      depthFunc equal
   }
}


But this is what I get in the game:

Image

I have tried several different shaders for transparencies, copied from different maps and from replies on this forum, but they either give the above result or they stop q3map2 in the Light compilation altogether.

What am I doing wrong here?
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Postby tZork » Mon Jul 30, 2007 12:23 am

Texture seems to have a alpfa channel so it should be "blendFunc blend", not "alphaFunc GE128" you also need "surfaceparm trans" in the general part of the shader (where cull disable is)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Clueless Newbie » Tue Jul 31, 2007 11:33 am

tZork wrote:Texture seems to have a alpfa channel so it should be "blendFunc blend", not "alphaFunc GE128" you also need "surfaceparm trans" in the general part of the shader (where cull disable is)

I changed it to this:
Code: Select all
textures/rustvents/rustframe
{
   cull disable
   surfaceparm trans
   {
      map textures/rustvents/rustframe.tga
      rgbGen identity
      depthWrite
      blendFunc blend
   }
   {
      map $lightmap
      blendfunc filter
      rgbGen identity
      tcGen lightmap
      depthFunc equal
   }
}

While the results were different, they were still wrong.
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Postby tZork » Tue Jul 31, 2007 11:44 am

Strange.. if you out a link to the .tga here ill have a look at it.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Tue Jul 31, 2007 9:18 pm

tZork wrote:Strange.. if you out a link to the .tga here ill have a look at it.
Sure:

http://www.notam02.no/~clund/nexuiz/rustframe.tga
http://www.notam02.no/~clund/nexuiz/rustframe_bump.tga
http://www.notam02.no/~clund/nexuiz/rustframe_gloss.tga
http://www.notam02.no/~clund/nexuiz/rustframe_norm.tga

So there was nothing wrong with the shader itself?

Maybe there are some switches that need to be on when compiling the map?
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