Julius Beams Texture Set
File: jul_beams_v1.1.zip
License: CC BY-SA 3.0
This is a small texture set of light beams that I have made trying to mimic
a natural light falloff.
The set is comprised of 13 textures of different color tones plus another 13
texture variants in which I have added some noise effect for a rotating animation.
As a note I want to mention the blend mode I have chosen -after some experiments-
for these textures: It is a sort of Additive + Multiplicative blend modes.
blend equation: (source * 1) + (dest * (1 - source))
shader directive: blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
"souce" represents the texture itself whereas “dest” is the content of the frame
buffer or, in other words, the background with which to blend the texture.
This is the shader:
And this the animated version:
Any comments are really appreciated.
File: jul_beams_v1.1.zip
License: CC BY-SA 3.0
This is a small texture set of light beams that I have made trying to mimic
a natural light falloff.
The set is comprised of 13 textures of different color tones plus another 13
texture variants in which I have added some noise effect for a rotating animation.
As a note I want to mention the blend mode I have chosen -after some experiments-
for these textures: It is a sort of Additive + Multiplicative blend modes.
blend equation: (source * 1) + (dest * (1 - source))
shader directive: blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
"souce" represents the texture itself whereas “dest” is the content of the frame
buffer or, in other words, the background with which to blend the texture.
This is the shader:
Code:
textures/julius_beams/beam01
{
qer_editorImage textures/julius/beams/beam01.tga
//qer_trans 0.50
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
{
map textures/julius/beams/beam01.tga
rgbGen identity
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
}
}
And this the animated version:
Code:
textures/julius_beams/beam01_ANI
{
qer_editorImage textures/julius/beams/beam01b.tga
//qer_trans 0.50
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm nolightmap
{
map textures/julius/beams/beam01b.tga
rgbGen identity
tcMod scale 4.0 1.0
tcMod scroll 0.25 0.0
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
}
}
Any comments are really appreciated.