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BlackThief

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Agreed, if we can get a flickering light that actually flickers.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

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since my Doom3 editor doesn't work anymore - here's a unrendered screen out of blender --> without any normalmapping

 

I thought about if it would be possible to fake the transparency of the glass with two textures - a lit one and a dark one. I think that'll look much better than with a glass-shader. here's the lit one

post-5-1104694481.jpg

Edited by BlackThief
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I thought about if it would be possible to fake the transparency of the glass with two textures - a lit one and a dark one. I think that'll look much better than with a glass-shader. here's the lit one

Looks good enough. :) Only problem is, if it is not transparent will it cause enough light? But I guess there have to be additional lights placed, anyway.

Gerhard

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ok it's ingame now - unfortunately it looks like shit :(

there're two problems:

1. - the glass should really be transparent - it turns out pretty odd ingame. (don't know why it looked so much better in blender)

2. there're still black lines all around the glass (you can see it on the screen). they already appeared in blender, but I thought they are either a display issue caused by blender, or small edges that weren't textured.

post-5-1104776914.jpg

Edited by BlackThief
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Everything but the glass part looks good to me, though I think Spar is right about not suiting the room. We should make a brass one as well for warmer rooms. This light made me immediately wonder where the Thief will have to aim his water arrow. Will hitting the wall do it or will he need to hit the glass?

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

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Show us the material file you've done for this so we can see the glass shader (it doesn't look like there is any glass shader)

 

textures/glass/outdoor_glass1
{
   noSelfShadow
   noshadows
   twosided
   translucent
   glass
   forceoverlays
   sort decal

   qer_editorimage textures/glass/glass1
   {
       vertexProgram heatHaze.vfp
       vertexParm  0  0 , 0  // texture scrolling
       vertexParm  1  .5  // magnitude of the distortion

       fragmentProgram heatHaze.vfp
       fragmentMap 0  _currentRender
       fragmentMap 1  textures/sfx/vp1 // the normal map for distortion
   }
   {
       maskcolor
       map makealpha(textures/glass/glass1)
   }
   {
       blend gl_dst_alpha, gl_one
       maskalpha
       cubeMap env/gen2
       red     Parm0
       green   Parm1
       blue    Parm2
       texgen  reflect
   }
   {
       blend filter
       map textures/glass/outdoor_glass1fx
   }
}

 

This is a glass shader using the heat haze vertex program, I'm sure we don;t need to write our own. YOu could use those doom glass texture as well to experiment.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

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