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Did anybody of you played around with the shader parameters/definition? I'm currently trying to highlight the doors for frobbing but they always stay the same. For items it was pretty easy. There are some shaderparams 0-8 and I could use number 4 for it. I tried to manipulate all of them but to no avail, so I was wondering if you played around with it and could explain to me how they work.

 

I was thinking of doing it the same way as it was done in T3 by applying a texture dynamically but I have no idea how that works.

Gerhard

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I read somewhere (think it was doom3world.org) that there is a shader for self illuminating textures - and IMHO that'd look just like in Thief1/2...

 

ha ! found it:

 

http://www.doom3world.org/phpbb2/viewtopic.php?t=7285

 

What you want is to make a stage in your material shader that uses an additive blending mode.

 

Here's an example from andy.mtr...

 

textures/base_door/doorlight_grn
{
  //noShadows
  qer_editorimage   textures/base_door/doorlight_grn.tga
  bumpmap      textures/base_door/doorlight_local.tga
         diffusemap   textures/base_door/doorlight_grn.tga
  {
     blend    add
     map      textures/base_door/doorlight_grn.tga
     colored
  }
}

 

And specifically this portion is an additive stage...

 

   {
     blend    add
     map      textures/base_door/doorlight_grn.tga
     colored
  }

Edited by BlackThief
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I read somewhere (think it was doom3world.org) that there is a shader for self illuminating textures - and IMHO that'd look just like in Thief1/2...

 

ha ! found it:

Funny. I also found this thread today, but I was not sure if this is what I need. Also one problem I have is, that this material would do the highlight always, right?

Gerhard

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I'm pretty sure you can use shader parameters for conditional expressions. for instance:

 

textures/base_door/doorlight_grn
{
 //noShadows
 qer_editorimage   textures/base_door/doorlight_grn.tga
 bumpmap      textures/base_door/doorlight_local.tga
        diffusemap   textures/base_door/doorlight_grn.tga
 {
   if(parm4 > 0) {
    blend    add
    map      textures/base_door/doorlight_grn.tga
    colored
   }
 }
}

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I'm pretty sure you can use shader parameters for conditional expressions. for instance:

That's exactly what I tried. But now I have not even the normal textures anymore. But I will look into the item material to see how this works. At least I know now how to do it. :) Which is a big plus. :)

 

Since I expect this to be the same method for all entities, I can say that the highlight will be finished until monday at latest. then I can move on to the next task.

Gerhard

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