Textures: Xonotic Items as decals - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Textures: Xonotic Items as decals (/showthread.php?tid=8331) |
Textures: Xonotic Items as decals - Julius - 05-13-2020 Julius Xon-Items Decal Set File: j-xon_items_v1.0.zip License: GPL v2 Author: Xonotic & Julius This is a small set comprised of 48 decal textures made from some SVG source files taken from Xonotic. The shader for every texture is like this: Code: textures/j-xon_items/i_armor Some words related to the shaders: - Lighting method: VERTEX-LIT “surfaceparm pointlight” and “rgbGen vertex” shader directives are used to set these textures to be vertex-lit so they are faster to render because no lightmaps are used. Keep in mind that no lightmaps means no shadows are cast on these surfaces. - Some explanations for other shader directives: polygonOffset ;this avoids z-fight rendering the texture separated from the surface. noPicMip ;this ignores the gl_picmip cvar (textures resolution). q3map_vertexScale N.N ;this is a multiplier for the sampled light at vertices. Understand it as a way to increase or decrease the amount of light hitting the surface. surfaceparm trans ;this does not set transparency. It sets the surface to no VIS-blocking, no Shadow casting (*1) & no Bounced light (*2). (*1): It cast shadows if accompanied with "surfaceparm alphashadow". The alpha-channel image will be the shadowcaster. (*2): I do not understand why Bounced-light is disabled here. It doesn't make sense to me. Note that I'm not a coder so I can't read q3map2 sources to know what this directive does exactly. surfaceparm nonsolid ;this disables the collisions with players and projectiles surfaceparm pointlight ;this forces vertex lighting for this surface { blendFunc blend ;alpha blend } "blendFunc blend" is the equation that tells the game engine how it should mix the different graphical layers: - equation: (source * alpha) + (dest * (1 - alpha)) - explicit: blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - shorthand: blendFunc blend "souce" represents the texture itself. "alpha" is the black & white mask contained in the alpha-channel. “dest” is the content of the frame-buffer (the background image with which to blend the texture). More info from the shader manual: blendFunc Ok, that's all for now. Any comment will be really appreciated. - RE: Textures: Xonotic Items as decals - Garux - 05-14-2020 Quality stuff, looks usable even out of Xonaughtic lore. |