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custom texture
Posted: Sun Aug 01, 2004 7:39 pm
by At0miC
I have edited an original texture like this:
The only thing I want to know is, what must I add to my custom shader for this texture, to let the black color disappear in the game? So you can look through it you know.
Thank you,
Posted: Sun Aug 01, 2004 7:42 pm
by jv_map
You need to make an alpha channel to the texture in which the opaque part is white and the transparent part is black. The shader should say s/th like this:
Code: Select all
textures/mytextures/mytexture
{
cull none // if you want it two-sided
qer_editorimage textures/mytextures/mytexture.tga
surfaceparm wood
{
map textures/mytextures/mytexture.tga
blendfunc blend
alphafunc GT0
depthwrite
}
{
map $lightmap
blendfunc filter
depthfunc equal
}
}
g/l

Posted: Sun Aug 01, 2004 8:48 pm
by lizardkid
thats all that goes into a shader file? name it after the texture and put it in a textures folder and that's it? that's all you have to do? awesome! (obviously change values as wanted...)
Posted: Sun Aug 01, 2004 9:24 pm
by Splaetos
lol lizard seems to be in state of shock!
window shaders tend to be a bit longer, but most of them are about that size.
oh you might want keywords too. depending on your mapping style.
Posted: Sun Aug 01, 2004 11:10 pm
by lizardkid
well ya i expected something much more complex... i have a coupel textures in the works and if that's all i need to do....
Posted: Sun Aug 01, 2004 11:29 pm
by Splaetos
yea.. its simple, I use tons of custom textures(taken mostly from image packs that I add shaders to)
just put em in your pk3 in scripts labeled mapname(or whatever).shader and the textures themselves in texture/mapname(or again whatever)
for instance, I always use the mapname or working map name... and all the contruction shaders go together in one shader... in this case -
scripts/gefangenshaft.shader
textures/gefangenshaft/
Code: Select all
textures/gefangenschaft/wall_concrete_pattern2
{
qer_keyword stone
qer_keyword wall
surfaceparm stone
{
map textures/gefangenschaft/wall_concrete_pattern2.jpg
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/gefangenschaft/floor_bunker_pattern1
{
//Origin - ?
qer_keyword stone
qer_keyword floor
surfaceparm stone
{
map textures/gefangenschaft/floor_bunker_pattern1.jpg
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/gefangenschaft/wall_plaster_pattern6
{
qer_keyword stone
qer_keyword wall
surfaceparm stone
{
map textures/gefangenschaft/wall_plaster_pattern6.jpg
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
those are the last 4 entries, the keyworkds jsut make it more searchable(i only include them cause sometimes I like to see them in the same tex window with other textures of a similar type, usualy I wont be searching ot find my own custom texture.)
beware of using overly simple .shader names!
Posted: Mon Aug 02, 2004 5:48 pm
by lizardkid
Posted: Mon Aug 02, 2004 10:12 pm
by M&M
i dont make textures and i knew that

.i got a tutorial on q3 shaders if u want it

. making shaders is too complicated for me
Posted: Mon Aug 02, 2004 10:14 pm
by lizardkid
i think i'll actually try to make something before i crack open the full q3 thingie, thanks anyway...