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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Transparent Light Fixture?
HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 20, 2011 07:15 pm
Yea... what is that? Thats not from COD is it?
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 20, 2011 07:21 pm
check out his tread about transparent lighting.slime, it might help in lighting issues.?
codjumper lighting

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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 20, 2011 07:25 pm
HarryNutz writes...
Quote:
Yea... what is that? Thats not from COD is it?


na, somethink about fashion.lol but maybe someone may now knoiw in what you mean and require in this type of lightinh.

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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 20, 2011 07:33 pm
try this tut.

Transparency is handled via different ways.

1) Texture has an alpha channel (tga): use blendFunc blend (shorthand for blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA). The problem here is you can't use a lightmap or the sections that become transparent in the map stage become lighted, hence the transparency is lost.

2) Texture is a .jpg or .tga and doesn't require an alpha channel, but transparent area must be either all black or all white: Use AlphaFunc GE128 if black background, AlphaFunc LE128 if white background. This one isn't an exact science, as it will cause more than just the black or white to become transparent. You kinda have to play with it a little, but it has the advantage of being able to have a proper lightmap using blendFunc GL_DST_COLOR GL_ZERO for the $lightmap stage.

3) Translucency of the entire image, but not completely transparent: use alphaGen const and a number between .001 and 1.000. This will create a fully translucent shader that can have a lightmap applied to it (though you'll need to experiment with the blendFunc options on the lightmap stage). This works great for water surfaces, some thin cloth that you want partially see-thru, 2-d holograms (yes, holograms, look at the projection monitor on the conference table in swim, it uses a different method, but it's similar) and even glass if you want a fixed tint to the glass without the tcGen environment effect. I use it for dark glass that is just barely see-thru or has a color tint myself.

Just read the shader manual for further instructions.

GE128 stands for Greater or Equal to 128, where 128 is a number in the range 0 to 256.


Quote:


{
polygonoffset
{
map models/players/temperate/allied/ranks/lieutenant.tga
alphaFunc GE128
rgbGen lightingDiffuse
}
}




Quote:

textures/tznex03/mgrid01
{
qer_editorimage textures/tznex03/mgrid01.tga
surfaceparm nomarks
surfaceparm trans
surfaceparm alphashadow
cull none
nopicmip
{
map textures/tznex03/mgrid01.tga
rgbGen identity
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
depthFunc equal
}
}




Quote:

//glass
textures/dsi/dsiglass
{
qer_editorimage textures/dsi/dsiglass2.tga
surfaceparm trans
cull disable
qer_trans 0.5
{
map textures/dsi/dsiglass2.tga
blendfunc blend
rgbGen vertex
}
}



this is the shader i use to make signs that just show words and not the rest of the brush

Quote:

textures/ajump/TheEnd1
{
qer_editorimage textures/ajump/TheEnd1.tga
qer_trans 0.5
polygonOffset
sort 6
{
map textures/ajump/TheEnd1.tga
//this is where the magic happens :
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen identity
}
}



info above found here.?

Radiant teansparnetsy

Other lighting info found here.

More lighting info

Switching light

edited on May. 20, 2011 03:39 pm by manickiller
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 20, 2011 07:41 pm
Advance lighting in COD4 Radiant.

Advance lighting.
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