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MAPPING: lightmap on transparent surface http://www.dswp.de/old/mapping/mapping-lightmap-on-transparent-surface-t6211.html |
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Author: | natirips [ 11.23.12 ] |
Post subject: | MAPPING: lightmap on transparent surface |
Here is an example of how to map lightmap onto a transparent surface (i.e. graffiti, tree branches,...). Code: textures/ut_faks2/gr-ntr { surfaceparm nonsolid surfaceparm trans polygonOffset nomipmaps nopicmip { map textures/ut_faks2/gr-ntr.tga blendfunc blend alphafunc GE128 depthwrite rgbgen identity } { map $lightmap rgbgen identity blendfunc filter depthfunc equal } } polygonOffset is not needed for tree branches, but is needed for graffiti, cracks, stains, etc. This example is from ut_faks3 and is used for "NATIRIPS" graffiti. This is what it can look like in-game (wall is one brush and graffiti is an overlapping brush that causes z-fighting in the editor but polygonOffset fixes z-fighting in-game): Attachment: shot0143_.jpg
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