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HeresJonny

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About HeresJonny

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  1. I had an idea for a plague-related FM a couple years ago, I built out some bits and pieces but never saw it through. I've tinkered with a couple other random things since then but I've never developed a full FM from beginning to end before, maybe this would be a good excuse for me to try!
  2. That's exactly the result I was looking for, blend modulate did it: Too bad it can't be done without killing performance, it would be interesting if a custom shader could be plugged in at an earlier stage. I assume the vertex color blending support doesn't have the same performance issue, because its functionality is in a pre-defined shader that's called in the correct place? Looks like there's a fair amount of interesting stuff buried in some of the old threads here, thanks for pointing those out. I guess I just answered this question from 2015 Anyways, it's not that important to me, I was just playing around to see what was possible. I'd be happy to help out where I can, though, if any work happens in this sort of direction.
  3. I updated the shader to match the others and also stripped this down to the bare minimum, still getting the same result using your build. Using the following shaders/material, "blend blend" will display a solid color, but switching to "blend diffusemap" yields black instead. splat.vs: #version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION in vec4 attr_TexCoord; void main() { gl_Position = tdm_transform(attr_Position); } splat.fs: #version 140 void main() { gl_FragColor = vec4(0.8, 0.4, 0.2, 1.0); } splat.mtr: textures/splatmap { qer_editorimage textures/splatmap { //blend blend blend diffusemap program splat } }
  4. It sounded like this made it into the 2.07 release, which I am using. I tried your latest build and indeed nothing shows up at all. I'll grab the svn version so I can look into the new uniform names...
  5. Here's the test map I've been using. I meant to say it works using a later blend stage, not an additional blend stage. In splat.mtr, you can swap out the commented blend line to see what is happening. https://drive.google.com/file/d/1iHUUXFzGO9oAy5oRpjPKwlGs1YVLGuFG/view?usp=sharing I tried adding the "translucent" keyword, and this makes the material disappear entirely.
  6. I decided to play around with using a custom GLSL shader just for fun. I put together a splatmap shader that uses a simulated texture height for better blending, it worked surprisingly well: Unfortunately, there is one problem. I can only get it to show up using an additional blend stage in my material: textures/splatmap { qer_editorimage textures/splatmap { blend blend program splat fragmentMap 0 textures/splatmap fragmentMap 1 textures/darkmod/nature/grass/short_dry_grass fragmentMap 2 textures/darkmod/nature/dirt/dry_earth_stones fragmentMap 3 textures/darkmod/nature/dirt/sand_purplish } } I want to use this as the diffuse map so it can get lit properly, but when I change to "blend diffusemap" the material goes black. I know the custom GLSL feature was basically experimental, but should this scenario work?
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