Shader problems. I need someone to look my scripting over.
Posted: Fri Sep 09, 2005 10:40 am
Hello again.
I made a shader that uses two textures that are supposed to rotate around the center point of the brush.
Here is the first texture
It is supposed to rotate counter clockwise at one revolution every two seconds.
Here is the second texture
It is supposed to rotate clockwise at one revolution every second and overlay on top of the first texture.
Here is the problem.
It performs the proper actions and is the proper size, but it looks WAY overly bright and washed out.
See here is how it should look

But this is how it looks ingame

I have been through the q3map2 shader manual at
http://shaderlab.com/q3map2/shader_manual/index.html
and I am pretty sure I understand most of it fairly well by now.
That being said I can't see any parts of my script that would cause my shader to look like that ingame, but maybe one or some of you with way more experience will spot something I missed.
Anyway here is my shader script
textures/sfx/coreflame1
{
surfaceparm nonsolid
surfaceparm nomarks
sort additive
{
clampmap textures/sfx/coreflame1.tga
blendFunc add
//depthWrite
//tcMod stretch sin .9 0.1 0 .5
tcmod rotate -180
rgbGen identity
}
{
clampmap textures/sfx/coreflame2.tga
blendFunc add
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
So anyone see anything wrong with my scripting that would cause the shader to look so washed out and bright?
Thanks.
I made a shader that uses two textures that are supposed to rotate around the center point of the brush.
Here is the first texture

Here is the second texture

Here is the problem.
It performs the proper actions and is the proper size, but it looks WAY overly bright and washed out.
See here is how it should look

But this is how it looks ingame

I have been through the q3map2 shader manual at
http://shaderlab.com/q3map2/shader_manual/index.html
and I am pretty sure I understand most of it fairly well by now.
That being said I can't see any parts of my script that would cause my shader to look like that ingame, but maybe one or some of you with way more experience will spot something I missed.
Anyway here is my shader script
textures/sfx/coreflame1
{
surfaceparm nonsolid
surfaceparm nomarks
sort additive
{
clampmap textures/sfx/coreflame1.tga
blendFunc add
//depthWrite
//tcMod stretch sin .9 0.1 0 .5
tcmod rotate -180
rgbGen identity
}
{
clampmap textures/sfx/coreflame2.tga
blendFunc add
//depthWrite
//tcMod stretch sin .9 0.1 0 .1
tcmod rotate 360
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
So anyone see anything wrong with my scripting that would cause the shader to look so washed out and bright?
Thanks.