ok guys, can someone tell me how to make like lights in a texture glow? Please explain REALLY REALLY simply because I don't know anything about it. :eek:
PS: you can give me a link if it is REALLY REALLY simple, otherwise, please try to explain it to me.
thanks
Add "glow" to a new line in the shader's lightmap stage.
umm, yes?
ok, I dont have a shader or anything for my texture (I dont know how to make one either) and what that sounds like is it will make the whole texture glow, I just want a few parts to glow
You need a base image which is the entire thing including the bits you want to glow. Then you need a black image with only the bits you want to glow. Then you use the following shader
textures/mytextures/baseimagename
{
{
map $lightmap
}
{
map textures/mytextures/baseimagename
blendFunc GL_DST_COLOR GL_ZERO
}
{
map textures/mytextures/baseimagename_glow
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
detail
glow
}
}
What Wade didn't explain is that you will need 2 textures. As you can see in his example there are 2 of them. One is standard the other is glow. The shader will need to reference these textures somehow. So you would need a custom folder (Wades example: folder name....mytextures) Next you will have a CUSTOM name for your shader file. Name it whatever you want. We will use myshader. Now when you save myshader file save it as myshader.SHADER. Save as all files. By adding the SHADER prefix it will save it as a shader file. Now you have to edit your shader list. Put the shader in your shader folder and add to the shaderlist the NAME of your shader so that Radiant can reference it.
But before you delve into shaders I suggest reading up on how they work and how to make them. The best way I have found is to learn how Raven did theirs by opening up the different shader files and see how they work and what files they reference. There is a HELP file in Radiant to get you started with shaders.
Hope that helps.
Originally posted by lauser
What Wade didn't explain is that you will need 2 textures. As you can see in his example there are 2 of them. One is standard the other is glow. The shader will need to reference these textures somehow.
Originally posted by WadeV1589:
You need a base image which is the entire thing including the bits you want to glow. Then you need a black image with only the bits you want to glow.
Tee hee.
Thanx for pointing out his poor reading GothiX ;)
ok, thanks guys, I understand it exept for a couple things,
--the shader file is or isnt the same name as the texture?
-- "Now you have to edit your shader list. Put the shader in your shader folder and add to the shaderlist the NAME of your shader so that Radiant can reference it."
~I dont understand any of that
ok, I think thats it, thanks again
Oh, that's easy enough. Let's say your shader file is named omglookimakeshaders.shader. You go to /shaders/shaderlist.txt, and add "omglookimakeshaders" to the list.
So, that answers my second question.
thanks
any help on the other?
so do you need to include the shaderlist file in your pk3?
i have nmot seen any
so what does adding your shder file to the list do?
Originally posted by vas_zag
so do you need to include the shaderlist file in your pk3?
i have nmot seen any
so what does adding your shder file to the list do?
It's not needed to run the map, but GTK reads from shaderlist.txt. If your shader file isn't mentioned in shaderlist, you won't see it in the editor.
And the compiler won't load your custom shaders either.