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Changing a texture's colour via RGB values:


Bikerdude

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It seems that all of the methods are multiplication values, so you could use:

 

diffusemap

 

map textures/darkmod/glass/clear

 

color 0, 0, 1, 1

 

(eg. 0% red 0% green, 100% blue, 100% alpha)

 

or

 

diffusemap

 

map textures/darkmod/glass/clear

 

red 0

green 0

blue 1

 

or you could mask green and red:

 

diffusemap

 

map textures/darkmod/glass/clear

 

maskRed

maskGreen

map textures/darkmod/glass/clear

 

or you could add the colored attribute to the material def then use DR to adjust the tint.

 

 

https://modwiki.xnet.fi/Stage_material_keywords_%28Doom_3%29

 

https://www.iddevnet.com/doom3/materials.php

 

These options should all work. I'm not sure why there is such much redundancy.

 

The "rgb" keyword just merges all the color keywords so you control them all at once.

 

We probably should make a subtopic here:

 

http://wiki.thedarkmod.com/index.php?title=Basic_Material_File

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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OK, you are modifying the default def, then you need to multiply the parm values for the milky texture:

 

 

 

 

 

 
textures/darkmod/glass/clear_biker_blue     // almost clear transparent glass
{
    // Written by Tels, mainly based on
    // http://www.iddevnet.com/doom3/materials.php

    noSelfShadow
    noshadows
    twoSided
    translucent
    forceoverlays
    sort decal
    glass
    qer_editorimage    textures/darkmod/glass/clear_ed

    description "A reflecting, translucent material suited for large, flat glass panes"

    // this stage sets up the alpha mask (it doesnt render anything)
    // we use another glass texture for the alpha map, so that the reflection
    // shows more clearly and different from what the alpha map of our glass
    // says, that makes it more interesting 
    {
        maskcolor                
        map makealpha(textures/glass/glass1)
    }
    // now use the alpha mask to add some fake reflections
    {
        blend gl_dst_alpha, gl_one
        maskalpha
        cubeMap env/gen2
        // tone down the reflection a bit
        red     Parm0 * 0.2
        green   Parm1 * 0.2
        blue    Parm2 * 0.5 // boost blue
        texgen  reflect
    }
    // add our texture on top
    {
        blend   gl_dst_color, gl_one
        map    textures/darkmod/glass/crystal_milky
        red     Parm0 * 0.01
        green   Parm1 * 0.01
        blue    Parm2 * 0.7 // boost blue
    }

    // This is the code required for frob highlighting this texture
    {
        if ( parm11 > 0 )
            blend       gl_dst_color, gl_one
            map         _white
            rgb         0.40 * parm11
       }
    {
        if ( parm11 > 0 )
            blend       add
            map         textures/darkmod/glass/crystal_milky
            rgb         0.15 * parm11
    }
}
 

 

 

 

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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