Shader noob

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Shader noob

Post by Survivor »

How do i get rid of these bright spots?

[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/shot0000.jpg[/lvlshot]

Shader

Code: Select all

textures/mar2/topledge
{
	qer_editorimage textures/mar2/ledgetop.tga
	q3map_surfacelight 300
	{
		map $lightmap
		rgbGen identity
	}
	{ 
		map textures/mar2/ledgebottom.tga
		rgbGen identity
		blendfunc GL_DST_COLOR GL_ZERO
	}
	{	
		map textures/mar2/ledgetop.tga
		blendfunc GL_ONE GL_ONE	
		blendfunc GL_SRC_ALPHA GL_ONE
		rgbgen wave sin 0.9 0.4 0 0.2
	}
}
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Specify a smaller lightsubdivide value (default = 128, I think).

So in your shader, under q3map_surfacelight, add q3map_lightsubdivide 32, for instance.


You're quite sure you want these *metal* walkways to emit light, though?
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Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

yep glowing
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