I'm trying to do a skin for a monster in quake using the darkplaces engine, with glow, gloss and normal textures.
Then I wanted to create a shader to blend the skin (the diffusemap) to reveal a second stage, but after doing this I can't see all the gloss, normals, etc created previously, only the diffuse, apparently fullbright.
- Code: Select all
progs/monster.mdl_0
{
q3map_globaltexture
{
map progs/monsterFX.tga
tcMod scroll 0 -0.1
}
{
map progs/monster.mdl_0.tga
alphaGen vertex
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
monster.tga has an alpha channel with a black spot to reveal the layer below (monsterFX)
then I have
monster.mdl_0_gloss.tga with white alpha
monster.mdl_0_norm.tga with white alpha
(I cite all of this just to be informed if I make something redundant or useless)
monsterFX has gloss and norm too.
What's wrong in the shader?
thanks