Additive Transparency.
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<div class="IPBDescription">A nub like question....</div> Ok, so i'm working on a model for my map, it's a standing lamp, it's all pretty much done now, except for one thing.
After reading about model transparency and such, i saw that you can have additive transparency. I presumed this would be handled in the same way that additive transparency is handled in maps. As far as maps go, anything with the renderfx of additive would be fullbright and also use black areas for transparency. It would appear that this is not the case with models. I added another flat face to go over the lamp which would be the glowing part, the transparency works fine but the brightness is extremely dull, even with a totally plain white texture.
So my question is, is there any way to make an additive texture glow fullbright? Or any other type of texture / rendering mode?
After reading about model transparency and such, i saw that you can have additive transparency. I presumed this would be handled in the same way that additive transparency is handled in maps. As far as maps go, anything with the renderfx of additive would be fullbright and also use black areas for transparency. It would appear that this is not the case with models. I added another flat face to go over the lamp which would be the glowing part, the transparency works fine but the brightness is extremely dull, even with a totally plain white texture.
So my question is, is there any way to make an additive texture glow fullbright? Or any other type of texture / rendering mode?
Comments
other than adding a light to the area/model in your map, it's not going to glow the way you want.
unless someone wants to figure out how to add a map entity to a bone in a model... no can do
other than adding a light to the area/model in your map, it's not going to glow the way you want.
unless someone wants to figure out how to add a map entity to a bone in a model... no can do <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Arse. Then i guess it'll have to be the brush entity direction then. Due to r_speeds in that area i wanted to keep any additional brushwork down to a minimum since i'm pushing the limits, but i guess there's no choice.