textures/skies/desert_1
{
qer_editorimage textures/skies/desert_1.tga
q3map_lightImage textures/skies/bright_sun.tga
skyparms - 1024 -
q3map_sun 1.0 1.0 1.0 800 225 45
q3map_skylight 150 3
//q3map_surfacelight 200
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm nomarks
{
map textures/skies/desert_1.tga
tcMod scale 1 1
rgbGen identityLighting
}
{
map textures/skies/desert_1.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identityLighting
}
}
If I just link a texture to this I can make it a "sky" shader?
Shaders
Moderator: Rab,d
Re: Shaders
Also there is no specific `grasssteps`surface parm... is that something that needs to be coded into the engine?
Re: Shaders
textures/common/glass
{ qer_editorimage textures/common/glass.jpg
qer_trans 0.4
surfaceparm fog
surfaceparm trans
fogparms ( 0.8 0.815686 0.717647 ) 5000
fogonly
{
map textures/common/glass.jpg
map $lightmap
rgbGen identity
}
}
//textures/common/glass
//{
//qer_editorimage textures/common/glass.jpg
//q3map_normalimage textures/common/glass.jpg
//q3map_lightmapsamplesize 1x1
//{
//map $lightmap
//rgbGen identity
//}
//{
//map textures/common/glass.jpg
//blendFunc blend
//}
//}
Why is it not see through? lol
{ qer_editorimage textures/common/glass.jpg
qer_trans 0.4
surfaceparm fog
surfaceparm trans
fogparms ( 0.8 0.815686 0.717647 ) 5000
fogonly
{
map textures/common/glass.jpg
map $lightmap
rgbGen identity
}
}
//textures/common/glass
//{
//qer_editorimage textures/common/glass.jpg
//q3map_normalimage textures/common/glass.jpg
//q3map_lightmapsamplesize 1x1
//{
//map $lightmap
//rgbGen identity
//}
//{
//map textures/common/glass.jpg
//blendFunc blend
//}
//}
Why is it not see through? lol
Re: Shaders
Transparent textures require a .shader(.shd) file AND an alpha channel. The texture format must also support alpha channels. .jpg does not. An alpha channel is a grescale image(layer) that shows the engine what part of the texture is to be solid and what part is transparent.Boons wrote:textures/common/glass
{ qer_editorimage textures/common/glass.jpg
qer_trans 0.4
surfaceparm fog
surfaceparm trans
fogparms ( 0.8 0.815686 0.717647 ) 5000
fogonly
{
map textures/common/glass.jpg
map $lightmap
rgbGen identity
}
}
//textures/common/glass
//{
//qer_editorimage textures/common/glass.jpg
//q3map_normalimage textures/common/glass.jpg
//q3map_lightmapsamplesize 1x1
//{
//map $lightmap
//rgbGen identity
//}
//{
//map textures/common/glass.jpg
//blendFunc blend
//}
//}
Why is it not see through? lol
Re: Shaders
.png also works. And i think it takes less memory with only some loss of quaility. I haven't experimented with it much.Boons wrote:ah so only 32bit tgas... rgr thanks
Re: Shaders
did you change the .shader to reflect the new extention?
Also...you have to make or update the .shd file for EGL, too.
the .shader files are only for the map making process..because that's what q3map2 recognizes....but EGL uses the .shd files. They are placed in the /baseq2/scripts folder.
Also...you have to make or update the .shd file for EGL, too.

the .shader files are only for the map making process..because that's what q3map2 recognizes....but EGL uses the .shd files. They are placed in the /baseq2/scripts folder.
Re: Shaders
Portable Network Graphics (PNG play /ˈpɪŋ/[2]) is a bitmapped image format that employs lossless data compression.Rab,d wrote:.png also works. And i think it takes less memory with only some loss of quaility. I haven't experimented with it much.Boons wrote:ah so only 32bit tgas... rgr thanks

Re: Shaders
FYI, you can use .jpg and the line alphagen const .5 to fake a "alpha channel" if you want it to be see through.
But what really fixed the problem was putting them both in the .shd and .shader folders.
But what really fixed the problem was putting them both in the .shd and .shader folders.