Game Editing > Textures & 2D content

Specularmap and bumpmap on transparent surfaces

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kat:
http://wiki.splashdamage.com/index.php?title=Render_program_documentation

There is no documentation, looks like that page hasn't been written yet. And that's why you need to looks for similar shaders like I said above because different visual effects are treated in different ways. Glas and transparent surfaces don't normally have normal or specular maps; specular is done via env_maps. D3/Q4 et-al used alpha test for shaders that did have normals but that only allowed certain types of masks and transparencies.

You still haven't said what it is you're trying to do here so I can only repeat what I've already said. However, if you want to look into ARB and fragment programing I'd go and have a look at modwiki as I think the chaps over there looked into to this.

pazur:
jRAD from SD replied to my thread over in their forum. The renderprogam language is this here: http://en.wikipedia.org/wiki/ARB_%28GPU_assembly_language%29 ... and to be frankly it looks a bit too complicated for me as it's a kind of Assembler :o

What I tried to do on the texture is taking my window texture and adding some transparency to it so you can see things behind it. My plan was to have the bumpmap for the wood of the frame and the same specularity as on the non-transparent windows.



Notice that the transparent window on the bottom has "map" instead of "diffusemap" and the color of the wooden frame is brighter. It's based on the original glass shader that came with ETQW (textures/glass/dirty_window) that is also using only "map".

... and yea modwiki.net is awesome!

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