You'll lose those soft edges, but at least pixels will be in the depth buffer. rgbGen vertex tells the shader to use vertex lighting instead of lightmapped (so Hipshot won't need an indoor/outdoor shader). But you'll need to also add alphaGen const 1 to prevent alphaMod'ed terrain from affecting the sprite.
@obsidian, cool, thanks But I think I have found a way to have my cake and eat it! I merged both together I got this, soft edges and alpha sorting. My only pet hate is that some surfaces are darker than they should be, I just wish there was a minvertex light parameter, so you don't get odd vertex light on some parts of the sprite. I settled for vertexscale but I am still not 100% happy with this.
You want to split this off into a new topic? Something easier to search for later?
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
sock wrote:I just wish there was a minvertex light parameter, so you don't get odd vertex light on some parts of the sprite. I settled for vertexscale but I am still not 100% happy with this.
I wanted something like that too, but I solved it with some strategically placed point lights behind.
WHAT!! wrote:Are there any tutorials for how to make these foliage textures/shaders? I can't seem to figure out how to get these and decals working properly. :(
What is it that you don't get to work? Transparency? Lightmap?
Last edited by AEon on Wed Sep 02, 2009 10:15 am, edited 1 time in total.
Reason:lvlshot'ed those images.
Hipshot wrote:I wanted something like that too, but I solved it with some strategically placed point lights behind.
I found if I rotated the sprites around eventually I could find a sweet spot that did not cause the vertex light to look too dumb. I also added 'q3map_surfacelight 20' to the sprite shader which had some nice effects when bounce light was done.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Transparency mostly, but since I can't get from a stock image to a transparent texture I can't even begin to work on anything else. The few times I tried it wouldn't work at all and I don't know what I did wrong. Granted it was a year ago, I just wish someone had a step by step instruction on how to do it proper.
Some more brickwork ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw6l_1024.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Like everybody else, I can't wait to see your map for real Sock. Looks very nice indeed
A very early shot from a couple of sessions trying to get back into editing. Might develop into something, or might not!
Used some of my textures and some of Hipshots lovely set from his last map, with a few shader alterations.
AEon: Please everyone, large screenshots are nice, but it is even nicer to have them placed in the lvlshot tag, to keep the forum width nice and "narrow". Thanks.
Last edited by AEon on Thu Sep 03, 2009 10:03 am, edited 1 time in total.
Reason:lvlshot'ed that image.
@Jal, They are alot more obvious when you are walking around in the map. They are designed to give the player a visual clue to which switches do what, but some people I tested the map with just thought they were background detail and ignored them. I don't really want to paint them red so they are really obvious but would prefer to leave them as a subtle clue instead. Ironically the stuff I thought that was very subtle, some people got instantly, oh well.
@Donkey, aren't you rich enough to pay someone else to map for you nowadays!?! Nice start to a map, need a second level to that building, it looks too short from that screenshot angle compared to the door height.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Hey sock, I wasn't complaining of lack of visibility in the map nor anything. It just happens that I couldn't find them in the screenshot, and was starting to doubt about what shot was he talking about
( in fact, I checked the older page just in case :P )
@Jal, I might have sounded defensive but I was just trying to explain how I design it, thats all, no hard feelings. The cable hint was a design choice early on that I wanted to try and show via the environment how switches are connected so if someone looks around they can work out what is going on. In practice this theory is another matter as some friends got this idea, while others looked at me and declared they were stuck.
Another screenshot to show what I mean about the cable hint, the player has to use the switch in the background but the cable hint is pointing to the generator below ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw7l_1024.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
What do you think the central object is? I ask this question because the object does have a function as part of a puzzle but I have been trying for several days to make it graphically recognizable to its purpose. (This is version 3 btw)
So what is it? What do you think it does?
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]