Patch and Blending

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Patch and Blending

Post by Bliccer »

I have several problems in my map:

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
	}
}
3. Terrainblending problem: First: Why is the terrain using another lighting than the normal brushes around?
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
   }
}
Terrain

Thanks for the help! =)

Edit: Okay . 1. is solved. It was that parameter: surfaceparm nomark
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