shader + textures glow and luma

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shader + textures glow and luma

Postby shambler111 » Tue Oct 13, 2009 8:29 pm

Hi there,
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
shambler111
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Posts: 3
Joined: Tue Oct 13, 2009 7:54 pm

Postby C.Brutail » Tue Oct 13, 2009 9:14 pm

to reveal a second stage


DP can't read multiple staged shaders.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby shambler111 » Tue Oct 13, 2009 9:16 pm

Actually it's possible using alphagen vertex in the second stage.
shambler111
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Postby Ronan » Tue Oct 13, 2009 10:15 pm

yes it's a recent dp feature, usable in Nexuiz since v 2.5.2

Code: Select all
r9042 | divverent | 2009-07-05 19:18:52 +0200 (dim. 05 juil. 2009) | 22 lignes

Support a separate texture matrix for the background layer.

Example shader stages using it:

{
        map textures/savdm6ish/#lava1.jpg
}
{
        map textures/final_rage/lava.blend.tga
        tcMod rotate 50
        tcMod scale 2 2
        tcMod scroll 0.05 0.05
        alphaGen vertex
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}

NOTE: you still have to specify alphaGen vertex, or DP will not use the
secondary stage! To allow static mixing of two textures, the second texture
currently must have its own alpha channel.

Stuff also possible with this: detail textures...
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Postby C.Brutail » Tue Oct 13, 2009 11:48 pm

Wow, things I learn :)
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Location: Ironforge

Postby shambler111 » Wed Oct 14, 2009 5:45 pm

So, any idea about my issue?

bye
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Posts: 3
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