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Innkeeper
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Posts: 475 Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
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by Innkeeper » Tue Feb 11, 2003 9:03 pm
I have finally figured out how to add transparence to my targa images. (I'm a bit slow) Now I?m wondering if the mottled color is something with the shader or me just using a voodoo video card. Any ideas?
Code: Select all
textures/poster/FM_23-85
{
qer_editorimage textures/poster/FM_23-85.tga
qer_keyword masked
surfaceparm wood
// surfaceparm alphashadow
cull none
nopicmip
{
map textures/poster/FM_23-85.tga
alphaFunc GE128
depthWrite
nextbundle
map $lightmap
}
}
I had the manual laying on the ground for this screen shot. That is why I had to look at it through the scope. (
my eyes are getting bad.
) I have quite a few of these original field manuals that my grandfather had during WWII. They are in mint condition.
jv_map
Site Admin
Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
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by jv_map » Tue Feb 11, 2003 9:08 pm
Code: Select all
textures/poster/FM_23-85
{
qer_editorimage textures/poster/FM_23-85.tga
qer_keyword masked
surfaceparm wood
surfaceparm alphashadow
cull none
nopicmip
{
map textures/poster/FM_23-85.tga
blendFunc blend
rgbGen identity
alphaFunc GE128
depthWrite
}
{
map $lightmap
rgbGen identity
blendFunc filter
}
}
Innkeeper
Colonel
Posts: 475 Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:
Post
by Innkeeper » Tue Feb 11, 2003 9:17 pm
Hmm... Not sure thats any closer to the real color.
jv_map
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Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
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by jv_map » Tue Feb 11, 2003 9:27 pm
Hmm no oops
.
Sorry just guessing:
Code: Select all
textures/poster/FM_23-85
{
qer_editorimage textures/poster/FM_23-85.tga
qer_keyword masked
surfaceparm wood
surfaceparm alphashadow
cull none
nopicmip
{
map textures/poster/FM_23-85.tga
blendFunc blend
alphaFunc GT0
depthWrite
rgbGen identity
}
{
map $lightmap
blendFunc filter
rgbGen identity
depthFunc equal
}
}
Innkeeper
Colonel
Posts: 475 Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:
Post
by Innkeeper » Tue Feb 11, 2003 9:43 pm
Sorry, my mistake. I forgot to recompile before using the new shader. Not much change though. You may notice at the bottom right, the transparent part of the brush shows up a bit at times.
Here is the original image:
jv_map
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by jv_map » Tue Feb 11, 2003 9:47 pm
Have you tried the second shader I posted?
By the way you don't need a recompile when changing a shader.
Innkeeper
Colonel
Posts: 475 Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
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Post
by Innkeeper » Tue Feb 11, 2003 9:51 pm
Yea, no change. I am thinking it is how my system renders the colors. Nothing really looks just like the images when you see them in mohradiant or a picture editor.
jv_map
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Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
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by jv_map » Tue Feb 11, 2003 9:53 pm
Try some different drivers
.
e.g.
r_glDriver opengl32.dll / voodoo.dll / wickedgl.dll