Transparency - I'm not doing it right

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  • 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?
    2 GHz Mac Pro
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    Posts: 518
    Joined: Wed Jan 03, 2007 1:01 pm

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.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

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

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.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Tue Jul 31, 2007 9:18 pm



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