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tcMod rotate
Posted: Wed Nov 16, 2011 5:30 am
by RedSnappa
I know how to implement a tcMod rotate, but it rotates about the origin of the map and not about the center of my texture/brushface. How to fix this?
Re: tcMod rotate
Posted: Wed Nov 16, 2011 1:16 pm
by theRipper
Code: Select all
textures/example/example
{
qer_editorimage textures/example/example.tga
{
map textures/example/example.tga
tcmod rotate 800
rgbgen vertex
}
}
Re: tcMod rotate
Posted: Wed Nov 16, 2011 1:18 pm
by theRipper
how was the brush constructed/textured
Re: tcMod rotate
Posted: Wed Nov 16, 2011 2:14 pm
by RedSnappa
It is a square prism with a centered/fit texture on one face and caulk on the other faces.
Re: tcMod rotate
Posted: Wed Nov 16, 2011 6:13 pm
by Delirium
do you ever use the shader manual? tcmod rotate should use the texture face axis not the origin as an axis
Re: tcMod rotate
Posted: Wed Nov 16, 2011 6:32 pm
by RedSnappa
Delirium wrote:do you ever use the shader manual? tcmod rotate should use the texture face axis not the origin as an axis
I do use the shader manual, and it isn't telling me how to solve this problem. Mine is using the origin as an axis, and I want it to use the texture face axis. Maybe clampTexCoords does something about this, but according to the manual, it seems to do something for stretching, not rotating.
Re: tcMod rotate
Posted: Wed Nov 16, 2011 6:41 pm
by Delirium
try q3map_globalTexture
Re: tcMod rotate
Posted: Thu Nov 17, 2011 5:00 am
by RedSnappa
Delirium wrote:try q3map_globalTexture
I have this in my shader. Should I remove it?
Re: tcMod rotate
Posted: Fri Nov 18, 2011 9:23 pm
by RedSnappa
After further research, it appears that what I would have to do to make this work is to create a shader entry for each teleporter in my Spacestation map, specifying the tcMod translate function necessary to make each portal rotate correctly. I am not going to bother with this. What I will do instead is to make the wormhole texture have an alphaGen portal effect and put a camera entity showing where each portal goes.
EDIT: tcMod translate won't do it. This requires a tcGen function. It still requires a new shader for each portal though, which is why I won't be doing it.