1. I read a solution somewhere once, but can't find it anymore. The thing is, that I get marks on the patches. There was some command line to prevent this. Patch Shadow
2. Here the thing is, that the texture on the patch which is ON the glass is getting displayed darker than it is. But i want it to be viewed like the texture I made. I guess it is because of the glass in general, or am I wrong?
Patch on the glass
That's my glass shader
Code: Select all
textures/noghost_bliccer/elec_stripes
{
qer_editorimage textures/noghost_bliccer/elec_stripes.tga
qer_trans 0.4
cull disable
{
map textures/noghost_bliccer/elec_stripes.tga
blendfunc filter
alphaFunc GE128
}
{
map textures/noghost_bliccer/elec_stripes.tga
blendfunc blend
tcMod scale 2 3
alphaFunc LT128
}
{
map textures/noghost_bliccer/elec_stripes.tga
blendfunc add
alphaFunc LT128
}
}
Second: The blending as it is doesn't look very good. Is there some way I can get more grass onto the stone texture beneath? I am using the dotproduct shader by sock.
Code: Select all
textures/noghost_bliccer/dirt2grass
{
qer_editorimage textures/noghost_bliccer/ter_dirtgrass.jpg
q3map_nonplanar
q3map_shadeAngle 120
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_alphaMod dotproduct2 ( 0.0 0.0 0.75 )
{
map textures/noghost_bliccer/dirt_grass.tga // Primary texture
rgbGen identity
}
{
map textures/noghost_bliccer/grass_01_alpha.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Thanks for the help! =)
Edit: Okay . 1. is solved. It was that parameter: surfaceparm nomark