10-27-2018, 04:11 PM
10-28-2018, 03:14 AM
1) Make blue texture: textures/customname/blue_glass.jpg
2) Make an alpha texture for this: A greyscale image where white is opaque and black fully transparent. So for a blue glass you go with some grey textuer and name it textures/customname/blue_glass_alpha.jpg
3) I dont know if you need that but the chance is there: scripts/yourshader.shader and in it:
Heres more on shaders: http://toolz.nexuizninjaz.com/shader/
And heres a tetureset I quickly made that has exactly what you need: https://www.mediafire.com/file/v2j61zwc2...s.pk3/file
(search for uniform_mats/glass_b)
The enamel textures included are slick/ice.
On that occasion I posted it to another thread with pictures... only grey-glass visible though: https://forums.xonotic.org/showthread.ph...4#pid84014
2) Make an alpha texture for this: A greyscale image where white is opaque and black fully transparent. So for a blue glass you go with some grey textuer and name it textures/customname/blue_glass_alpha.jpg
3) I dont know if you need that but the chance is there: scripts/yourshader.shader and in it:
Code:
textures/customname/blue_glass.jpg //path and name to use in the mapeditor
{
qer_editorimage textures/customname/blue_glass.jpg //image you see in mapeditor
surfaceparm trans //tell the engine it's trans
{ //first draw step, the image:
map textures/customname/blue_glass.jpg //image
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //multiplies blue_glass with its blue_glass_aplha and adds the stuff visible behind your glass with 1-blue_glass_aplha(for each pixel)
rgbgen identity //I think this is also implicit here but im not sure... guess it takes itself for the color generation
}
{ //draw the lightmap ontop
map $lightmap //$lightmap is a reference
rgbGen identity
tcGen lightmap //i think this is to get the right positions from the lightmap
blendfunc filter //forgot what this does
}
}
Heres more on shaders: http://toolz.nexuizninjaz.com/shader/
And heres a tetureset I quickly made that has exactly what you need: https://www.mediafire.com/file/v2j61zwc2...s.pk3/file
(search for uniform_mats/glass_b)
The enamel textures included are slick/ice.
On that occasion I posted it to another thread with pictures... only grey-glass visible though: https://forums.xonotic.org/showthread.ph...4#pid84014
10-28-2018, 01:07 PM
(10-28-2018, 03:14 AM)_para Wrote: [ -> ]1) Make blue texture: textures/customname/blue_glass.jpg[DISREGARD]No, It didn't work its still like a wall so unless I messed up the code :/
2) Make an alpha texture for this: A greyscale image where white is opaque and black fully transparent. So for a blue glass you go with some grey textuer and name it textures/customname/blue_glass_alpha.jpg
3) I dont know if you need that but the chance is there: scripts/yourshader.shader and in it:
Code:textures/customname/blue_glass.jpg //path and name to use in the mapeditor
{
qer_editorimage textures/customname/blue_glass.jpg //image you see in mapeditor
surfaceparm trans //tell the engine it's trans
{ //first draw step, the image:
map textures/customname/blue_glass.jpg //image
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA //multiplies blue_glass with its blue_glass_aplha and adds the stuff visible behind your glass with 1-blue_glass_aplha(for each pixel)
rgbgen identity //I think this is also implicit here but im not sure... guess it takes itself for the color generation
}
{ //draw the lightmap ontop
map $lightmap //$lightmap is a reference
rgbGen identity
tcGen lightmap //i think this is to get the right positions from the lightmap
blendfunc filter //forgot what this does
}
}
Heres more on shaders: http://toolz.nexuizninjaz.com/shader/
And heres a tetureset I quickly made that has exactly what you need: https://www.mediafire.com/file/v2j61zwc2...s.pk3/file
(search for uniform_mats/glass_b)
The enamel textures included are slick/ice.
On that occasion I posted it to another thread with pictures... only grey-glass visible though: https://forums.xonotic.org/showthread.ph...4#pid84014
I fixed the error.