04-04-2022, 07:23 AM
(This post was last modified: 04-04-2022, 08:55 AM by LegendGuard.)
I've a shader issue: the part of the shader of this sword (called "cyber ring") sits on top of the grip.
![[Image: zsaberbladev3wipbadshading.jpg]](https://cdn.discordapp.com/attachments/599372482318958601/960536925939318865/zsaberbladev3wipbadshading.jpg)
I'm trying to do this: ( V )
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/599372482318958601/960535053224521738/unknown.png)
The issue: it's happening that and I'm trying to avoid it ( X ):
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/599372482318958601/960535146132570172/unknown.png)
Here the shader of this weapon:
Anyone could help me, please?
![[Image: zsaberbladev3wipbadshading.jpg]](https://cdn.discordapp.com/attachments/599372482318958601/960536925939318865/zsaberbladev3wipbadshading.jpg)
I'm trying to do this: ( V )
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/599372482318958601/960535053224521738/unknown.png)
The issue: it's happening that and I'm trying to avoid it ( X ):
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/599372482318958601/960535146132570172/unknown.png)
Here the shader of this weapon:
Shader code Wrote:// grip
textures/zsaberblade
{
dpreflectcube cubemaps/default/sky
{
map textures/zsaberblade.tga
rgbgen lightingDiffuse
}
}
// edge
textures/zsaberbladeedge
{
surfaceparm trans
{
map textures/zsaberbladeedge.tga
blendfunc GL_SRC_ALPHA GL_ONE
}
}
// edge rays
textures/electric
{
surfaceparm trans
{
map textures/electric.tga
tcMod scale 1 1
tcMod scroll 0 0.4
blendfunc GL_SRC_ALPHA GL_ONE
}
}
// this thing that's on the grip, well, let's call it a "cyber ring"
textures/cyberring
{
surfaceparm trans
{
map textures/cyberring.tga
tcMod scale 1 1
tcMod scroll 0 0.4
blendfunc GL_SRC_ALPHA GL_ONE
}
}
Anyone could help me, please?