Blendfunc add brightens whatever you draw on top of. Two additive stages on top of the white background (from the brushes behind) is pretty much guaranteed to blow out to white
I see. So my script would be fine if it were in like a spacemap with a black sky.
if the swirl is supposed to be a round shape you may also need to add an alpha channel to act as a circular mask
Add dead (black) space around the edges of your inner blob texture and airbrush it inwards onto the existing texture to avoid sharp edges
Tried both of those.
With the alpha chanel instead of the alpha areas looking transparent they look white and with the dead black areas they still look dead black ingame.
I figure it must be my scripting.
This behaivior is something I am sill trying to learn about.
Strange, I have almost the same effect in my map, and used a vortex before... strange coincident...
As most folks can see what I did was took the "fireswirl" texture from the default Q3A textures/sfx/fireswirl and removed the small swirl in the middle and then smudged the outer ring into the center in a spiral to create coreflame1
Then I took the small swirl from the middle and smudged it out in a spiral to the edges of the image to create coreflame2
You should rename your textures/shader to something like textures/magnus_sfx/coreflame1 to prevent overwriting issues.
Never thought about that. That would truly suck. I'll go change that now. Thanks.
depthWrite and depthFunc equal not necessary in any of your stages unless you are doing any kind of depth-testing... for example stuff like transparent grate shaders.
So that is part of why it looked so washed out and bright. With me scripting it that way and it being against a bright fog background made it take on the brightness of everything around it as well.
Well I ended up writing a seperate script for coreflame1 and coreflame2 and the created a large 256x256x1 unit 16 sided brush for the coreflame1 and a medium 64x64x1 unit 16 sided brush for coreflame2.
Then I just placed the coreflame2 brush centered on top of and below the coreflame1 brush.
It seems to look and work great ingame.
Here is the final result.
The outer metal ring with the spikes on bottom and lamps on top rotates around the whole thing as well.
From below:
And from above:
As you can see the fog kind of makes it look hazed out, but it is fog after all.
Well thanks to you all for the help. I'll keep going over the q3map2 shader manuel untill this stuff becomes second nature.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]