No player shadow shader

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

No player shadow shader

Post by obsidian »

This is for Quake 3.

I must be going crazy. Isn't there some way to disable the player's shadow on a surface of a shader? I have a flowing glowy lava texture that when the player stands on it, he casts a shadow on it. That looks odd because the lava should be emitting light, therefore shouldn't have shadows on it. I'm sure I can fix it using the 'sort' function, but I'm certain that will cause other issues with other shaders being sorted in the wrong order. I swear there's a simpler way that I can't seem to recall.

Here's the shader:
textures/obsidian_blastburn/molten_flow
{
cull none
noMipMaps
polygonOffset
//q3map_surfaceLight 100
//q3map_lightRGB 1 0.68 0.36
//surfaceparm lava
surfaceparm nodlight
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm trans
qer_editorImage textures/obsidian_blastburn/qer/molten_flow.tga
{
map textures/obsidian_blastburn/molten_flow.tga
blendFunc blend
tcMod scroll 0 -0.15
}
{
map textures/obsidian_blastburn/molten_flow.tga
blendFunc add
tcMod scroll 0 -0.3
}
}
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: No player shadow shader

Post by obsidian »

Nevermind, polygonOffset was forcing the shadows to draw above the shader. Silly me.
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