Alpha Shaders

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Stealthzone
Posts: 31
Joined: Thu Dec 07, 2006 12:37 am

Re: Alpha Shaders

Post by Stealthzone »

I can zip everything up for you. I"m not that noobish. geesh :confused:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Alpha Shaders

Post by o'dium »

Nah, its ok mate dont worry I'm not having a go or anything, lol. They just look like .gifs saved as .jpg's, thats all... I cant quite figure out why the banding...? Jpeg doesnt band images like that...? Is there some form of texture compression going on ingame?
Stealthzone
Posts: 31
Joined: Thu Dec 07, 2006 12:37 am

Re: Alpha Shaders

Post by Stealthzone »

Oh, I converted them to jpegs to post here. Is that what your meaning? Yah its strange if you ask me. I will keep testing them he he.
Stealthzone
Posts: 31
Joined: Thu Dec 07, 2006 12:37 am

Re: Alpha Shaders

Post by Stealthzone »

Dont know why it is, I'm using your guys examples and the water isnt visible. I'm thinking thats one of the reasons why he did the different alphamods. Who knows.....


EDIT: That is exactly why he did it. The alphamod makes the water blend too much. So this gradually blends the water into the skybox with many alphamod variations.

Snull, Question for you. Why is there a brown haze in the horizon of your map? I would think it would be like blue haze. Unless your having a sandstorm in the sea?
Stealthzone
Posts: 31
Joined: Thu Dec 07, 2006 12:37 am

Re: Alpha Shaders

Post by Stealthzone »

Back to the original tutorial I followed, and its looking pretty good if you ask me.

Image
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