05-14-2016, 02:10 PM
Hi there.
I was wondering if anyone could clue me in on what is the issue for me.
This is not for Xonotic. But the game I am making it for is working on Darkplaces all the same. So I was hoping you all could share some of your expertise.
I'm working on a map and I got these light shafts that are meant to use "deformVertexes autosprite2".
And they work, sort of. But when I move around the map. They tend to spaz out and reorient themselves violently. I can't seem to find any information on this and I know it should work because the map I am working on is a conversion project. So the material and actual function has worked previously. But not when I make the compile myself. (That being said, I don't have the source files so I had to make a decompile before, so it's possible something is missing, but rest assured I do have the permission of the original author to make this conversion).
Here they are in place.
But at some points, they flick out of position and loose orientation.
Here is the material declaration for the light shaft.
Another similar issue, is alphashadows. I just can't get them to work. Doesn't look like the textures which are intended to do it is letting through the light at all. But they are as far as I know properly alpha shaded.
All I can think of right now is that they are in TGA, and possibly it would require them to be in JPG?
Here is the material declaration for the alpha mapped texture.
I was wondering if anyone could clue me in on what is the issue for me.
This is not for Xonotic. But the game I am making it for is working on Darkplaces all the same. So I was hoping you all could share some of your expertise.
I'm working on a map and I got these light shafts that are meant to use "deformVertexes autosprite2".
And they work, sort of. But when I move around the map. They tend to spaz out and reorient themselves violently. I can't seem to find any information on this and I know it should work because the map I am working on is a conversion project. So the material and actual function has worked previously. But not when I make the compile myself. (That being said, I don't have the source files so I had to make a decompile before, so it's possible something is missing, but rest assured I do have the permission of the original author to make this conversion).
Here they are in place.
But at some points, they flick out of position and loose orientation.
Here is the material declaration for the light shaft.
Code:
textures/toxicity/beam1
{
sort 16
qer_editorimage textures/pukka3tourney2/s1.jpg
surfaceparm nonsolid
surfaceparm trans
surfaceparm nolightmap
cull disable
deformVertexes autosprite2
{
clampmap textures/pukka3tourney2/s1.jpg
blendfunc add
}
}
Another similar issue, is alphashadows. I just can't get them to work. Doesn't look like the textures which are intended to do it is letting through the light at all. But they are as far as I know properly alpha shaded.
All I can think of right now is that they are in TGA, and possibly it would require them to be in JPG?
Here is the material declaration for the alpha mapped texture.
Code:
textures/decals/grid2b
{
qer_editorimage textures/decals/grid2_ed.jpg
surfaceparm trans
surfaceparm alphashadow
surfaceparm playerclip
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nodrop
cull none
dpoffsetmapping - 8 match8 255
nopicmip
{
map textures/decals/grid2.tga
rgbGen identity
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
depthFunc equal
}
}