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by Clueless Newbie » Sun Apr 20, 2008 4:01 pm
I want a specific brush to not cast shadows and yet be visible and opaque in the game. Is there some way to set this in the shaders - so for instance a given texture is ignored during the LIGHT phase of the compiling?
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Mac OS X 10.6.2
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Clueless Newbie
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by Strahlemann » Sun Apr 20, 2008 11:34 pm
Add an alpha channel to your texture and make it all transparent. Then add
- Code: Select all
surfaceparm alphashadow
to your shader.
That should do the trick.
More info:
http://members.lycos.co.uk/quakeroats/q ... lphashadow
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Strahlemann
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by Clueless Newbie » Mon Apr 21, 2008 11:01 am
Strahlemann wrote:Add an alpha channel to your texture and make it all transparent. Then add
- Code: Select all
surfaceparm alphashadow
to your shader.
That should do the trick.
Hmm..
The shader for that texture looks like this:
textures/altars/lamp
{
surfaceparm alphashadow
}
Is that what you meant? What I get from this is the exact opposite of what I had in mind; the texture is invisible to the player but it casts a shadow.
I think I need to spend some time at the link you gave me..

2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
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Clueless Newbie
- Keyboard killer
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- Posts: 518
- Joined: Wed Jan 03, 2007 1:01 pm
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