Glass help

Having a problem with a shader or texture
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

At this point I am just throwing things at the wall and seeing what sticks. I don't really know what I am doing when it comes to glass shaders. I'm testing another idea now but it doesn't look promising.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

I tried the water shader, removing just surfaceparm water and surfaceparm nonsolid and it still isn't transparent. I have no idea what to do now.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rayne
Site Admin
Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: Glass help

Post by Rayne »

alphaGen portal, that's all i will say....and I'll give you this link http://www.robotrenegade.com/articles/a ... fects.html

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

That looks like the exact opposite of what I want. I want to have fog up close but clear far away. Maybe a different blendfunc would do it? At this point though, I will be happy just to have transparent glass. I have no idea what is wrong. I'll post shader and maybe someone can fix...

Code: Select all

textures/greatwall/blueglass
{
   qer_editorimage textures/greatwall/blueglass.tga
   qer_trans 0.25
   q3map_globaltexture
   surfaceparm nolightmap
   surfaceparm trans
   cull disable
   {
      map textures/greatwall/blueglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod scale 0.5 0.5
      tcMod turb 0.1 0.1 0.1 0.1
   }
   {
      map textures/greatwall/blueglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod scroll 0.05 -0.01
   }
   {
      map textures/greatwall/blueglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod scale 2 2
      tcMod turb 0 0.1 1 0.1
   }
}

textures/greatwall/redglass
{
   qer_editorimage textures/greatwall/redglass.tga
   qer_trans 0.25
   q3map_globaltexture
   surfaceparm nolightmap
   surfaceparm trans
   cull disable
   {
      map textures/greatwall/redglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod turb 0.1 0.1 0.1 0.1
   }
   {
      map textures/greatwall/redglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod scroll 0.05 -0.01
   }
   {
      map textures/greatwall/redglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
      tcMod turb 0 0.1 1 0.1
   }
}

textures/greatwall/whiteglass
{
   qer_editorimage textures/greatwall/whiteglass.tga
   qer_trans 0.25
   q3map_globaltexture
   surfaceparm nolightmap
   surfaceparm trans
   cull disable
   {
      map textures/greatwall/whiteglass.tga
      blendFunc blend
      alphaGen const 0.1
      rgbGen identity
   }
}

I am 0 for 3 on these. They all give me a solid that is not transparent. I have tried common/caulk and common/weapclip on the brush faces that the player can't see. No good.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

I took a glass shader from another map I made, that works perfectly on that map, and moved the exact coding and texture to the map I am working on, and it doesn't work. I'm out of ideas. I'm ready to pack this map up, put a link here and see if anyone else has better luck than me.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

It works. IT WORKS! Be it known that you MUST make sure to delete .pk3's that have older versions of your shaders in them! They were interfering with my new shader and causing it not to work. This problem is solved now.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

User avatar
Rayne
Site Admin
Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: Glass help

Post by Rayne »

RedSnappa wrote:It works. IT WORKS! Be it known that you MUST make sure to delete .pk3's that have older versions of your shaders in them! They were interfering with my new shader and causing it not to work. This problem is solved now.

ok THAT? is important info we didn't know.
As for that link i gave you. You wanted glass that serves as a mirror when you're close and fades out and behaves like normal glass when you're far.
By placing a thin brush that represents a mirror in front of your standard glass. When you move away mirror will fade out, when you move closer it will fade in.

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

If I am reading your link correctly, it would appear that alphaGen oneMinusPortal would be what I want. I wonder if the game can recognize what I mean by that? The glass can either be a mirror when close or be opaque, doesn't matter. I just want it not to be transparent within about 100 units. At a distance of ~500 units away it should be fully transparent. If it works, alphaGen oneMinusPortal 100 should do the trick.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Runamok
Posts: 19
Joined: Tue Sep 06, 2011 6:00 am

Re: Glass help

Post by Runamok »

isn't different versions of the same shader name/path what gives errors for maps n stuff?? (as in shouldn't be encouraged)

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Rayne
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Joined: Wed Aug 17, 2011 5:22 pm

Re: Glass help

Post by Rayne »

Runamok wrote:isn't different versions of the same shader name/path what gives errors for maps n stuff?? (as in shouldn't be encouraged)

No, the process is quite specific, on linux it's even more precise since it checks lower and upper cases too.
I have 5 glass shaders all named in this way: glass1, glass2....glass5. And they all work without a problem.

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