visible - invisible

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

visible - invisible

Post by Rawing »

i'm trying to make a klesk-skin: first it should be invisible but then it has to become visible.

models/players/klesk/nightmare
{
{
map models/players/klesk/[invisible picture here]
blendfunc blend
rgbgen lightingDiffuse
}
{
map models/players/klesk/nightmare.tga
blendfunc GL_ONE GL_ZERO
rgbGen identity
rgbGen wave triangle .5 1 0 .5
}
}
doesn't work. i tried something like 30 different methods of making it invisible, but nothing worked. help please.
[color=#FF0000]/callvote kick all_enemies[/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: visible - invisible

Post by obsidian »

I suppose by invisible, you mean just the second stage only and not the entire shader?

rgbGen modulates vertex colours. It doesn't have anything to do with transparency. I think you want to use alphaGen wave.

Also, you wouldn't have two rgbGen values anyway. Use one or the other, not both. You don't need to specify blendFunc GL_ONE GL_ZERO since that is essentially, no blending at all.
Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

Re: visible - invisible

Post by Rawing »

so, how would the correct version of the shader look like?
[color=#FF0000]/callvote kick all_enemies[/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: visible - invisible

Post by obsidian »

I'm not going to write it for you otherwise you won't learn anything. But I already told you everything you need to do to make the shader work.
Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

Re: visible - invisible

Post by Rawing »

LOL?? if i would be able to write it myself, i wouldn't have asked how it would look like.
[color=#FF0000]/callvote kick all_enemies[/color]
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