Title: Standard detail texture procedure Post by: fromhell on March 08, 2011, 01:10:16 AM For best result (and fastest for the renderer's multitexturing path), have the detail stage AFTER the lightmap.
If you use q3ase to build shaders, ignore its warnings about the detail layer. It knows nothing. For example: Code: textures/base_floor/clang_floor { surfaceparm metalsteps { map textures/base_floor/clang_floor.tga rgbGen identity } { map $lightmap blendfunc filter rgbGen identity tcGen lightmap } { map gfx/fx/detail/d_met.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 8 8 detail } } Yeah, now I have to go back and fix a lot of my detail shaders. OA has so many textures to stick a detail on this is going to take a while, and some i'm not even sure what material to use (i.e. slimefac's abstract patterns). Grates, and other alphatest stuff Don't forget your depthFunc equals on the detail stage :) Code: textures/base_support/x_support { surfaceparm metalsteps { map textures/base_support/x_support.tga rgbGen identity depthWrite alphaFunc GE128 } { map $lightmap blendfunc filter rgbGen identity tcGen lightmap depthFunc equal } { map gfx/fx/detail/d_met2.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 8 8 depthFunc equal detail } } |