
For fKd I created a door texture (based on id's), the light on the right should also come in handy (Andromeda texture set):
- [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures6.jpg[/lvlshot]

AEon wrote:"Durchpausen"
Do it, do it! Even if it's going to be nothing more than a beta: I can't wait to see these textures on a pro map! Been waiting too long for this already...(since...Reise Rei/se perhaps? Can't remember anything since then that provided a design like this)Thanks... I am starting to wonder if I should simply retexture AEcantow2 with these textures. Hmmm...![]()
Code: Select all
textures/aeon_tpack1/wall_01a
{
qer_editorimage textures/aeon_tpack1/wall_01a.tga
{
map $lightmap
rgbGen identity
}
{
map textures/aeon_tpack1/wall_01a.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen const ( 0.8789062 0.500000 0.1328125 )
}
}
Code: Select all
textures/aegrid/temp_aelonglight_gray_orange
{
qer_editorimage textures/aegrid/temp_aelonglight_gray.tga
q3map_lightimage textures/aegrid/temp_aelonglight_orange_blend.tga
surfaceparm nodlight
surfaceparm nomarks
q3map_surfacelight 2000
{
map textures/aegrid/temp_aelonglight_gray.tga
// rgbGen const ( 0.88 0.5 0.137 ) // Default template orange
rgbGen const ( 0.137 0.879 0.253 ) // Default template hue green
// rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/aegrid/temp_aelonglight_orange_blend.tga
blendfunc gl_one_minus_dst_color gl_one
rgbGen wave sin 0.9 0.09 0 1
}
}
I simply desaturated the image, boasted the brightness by 125% and viola done. Zip file contains before and after images, map files, bsp and sample shader file.sock wrote:You greyscale your current texture, tweak the brightness/contrast as needed and then push all the textures though simple shaders.
True, about the exact colors, but presently I am building the set for myself, the universal usage, i.e. on the fly coloration will then be an added bonus. BTW, was a colorable texture set ever done? Probably not, no one uses a basically two color texture set in normal maps.You don't need to get the colour exact just very close because this method does allow the designer total freedom to colour the tiles as they want. This will make designers very very happy
Hadn't thought if it that way. Well the shader was for a light source and with "only" 3 stages, plus was colored, so that should be OK for my use, since I like the glow effect from the Andromeda texture set. Once the set is "done", I can go in and use your simplified shaders, and distribute the whole set as gray scale textures without the glow.What was wrong with your 3 stage shader method is you are wasting performance with something that should be done by the artist in the art package only. If you want to add any glow effects you are now moving into 4-5 stage shader effects and they really do hurt performance in wide open areas. You just need to package the end result, example shaders and the designers will do the rest. I highly recommend you don't start distributing complex shaders when they can be very simple.