Clampmap Problems. *ANSWERED*

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Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Clampmap Problems. *ANSWERED*

Post by Pat Howard »

I have a jet shader with two blends that swirl and fade in and out:

Code: Select all

textures/phtourney1/celjet
{
	qer_editorimage textures/phtourney1/jet_ring.tga
	surfaceparm nomarks
	{
		map textures/phtourney1/jet_ring.tga
		rgbGen identity
	}
	{
		map $lightmap 
		blendfunc filter
		rgbGen identity
		tcGen lightmap 
	}
	{
		clampmap textures/phtourney1/jet_blend.tga
		blendfunc blend
		tcMod rotate 2
		alphaFunc GE128
	}
	{
		clampmap textures/phtourney1/jet_blend_2.tga
		blendfunc add
		rgbGen wave triangle 0 1.2 0 0.075 
		tcMod rotate 7
		alphaFunc GE128
	}
}
The problem is when I repeat the jet over a face only one jet shows the blends.

Image

I'm pretty sure it has something to do with the clampmap on the blends, but when I take it out it's even worse. The blends rotate in circles around the metal ring rather than spin from the origin properly.

Anyone know a way around this? I tested the stock bouncers and noticed they have the same problem.

Thanks,
-pat
Last edited by Pat Howard on Fri Jan 08, 2010 4:01 pm, edited 1 time in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Shader help needed.

Post by obsidian »

Clampmap only works once per face, it maps the texture across the single face. You can't use it on tiling textures. Split up the brushwork.
[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]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Shader help needed.

Post by Pat Howard »

This is not ideal since I'm making a 20 brush map, but I was able to shave off the top half a little to make a new face. Messed up the large grid alignments a bit, but good enough I guess.

Thanks for your help!
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