Q.&A. Thread
Q.&A. Thread
I thought I would start a q&a thread for those who would like to know more from those who do!
First ?:
How do I set up a terrain texture that uses alpha mod brushes to blend from a fully visible texture to a invisible texture(empty)?
First ?:
How do I set up a terrain texture that uses alpha mod brushes to blend from a fully visible texture to a invisible texture(empty)?
Re: Q.&A. Thread
All you need is alphaGen vertex in the texture stage of the shader for the terrain and an alphaMod brush placed over select vertexes of the terrain brush.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Q.&A. Thread
Okay I have a question. How does the "move into entity" function work in GtkRadiant 1.4? It sounds like you can use that to add a brush to an entity, but I'm not sure if that's what it does and if it does, how exactly does it work?
Re: Q.&A. Thread
You can group a brush to a previously made entity by selecting both and then choosing "move into entity".
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Q.&A. Thread
Is there a way to use a seperate texture as a alpha channel in a shader w/o the cutout adding brightness to geometry behind?
Re: Q.&A. Thread
Should rename the thread to "Ask Obsidian". I like.
@Theftbot, have you read sock's great article about alpha blending?
@Theftbot, have you read sock's great article about alpha blending?
www.ferdinandlist.de/leveldesign
Re: Q.&A. Thread
You can use a texture's alpha channel for depth testing and then make it invisible in a number of ways, alphaGen const 0, for example.
Note: As with every multi-staged shader, each additional stage multiplies an extra rendering pass.
Note: As with every multi-staged shader, each additional stage multiplies an extra rendering pass.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Q.&A. Thread
Also, a Q&A thread seems redundant for a forum since just about every single thread is a Q&A... just saying...
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Q.&A. Thread
this is like a new tv show, q&a with your friend obsidian. todays guests include, theftbot, cityy and eraser. 

- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
Re: Q.&A. Thread
And the show will segway into commercials showing all the times I ruthlessly tk'd obsidian in ETQW.
Re: Q.&A. Thread
I started playing ETQW again, I'm still pretty awesome.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Q.&A. Thread
loved the beta, but for some reason over here the retail version never picked up. sucks, but shit. the w:et server still cranks.
Re: Q.&A. Thread
That's because GONNAFISTYA made them all ragequit.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]