Glowing Glass

oloffeoloffe Sweden Join Date: 2005-03-07 Member: 44227Members
On my map, all the glass textures is "glowing" and it's very desturbing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
My settings on the glass is:
func_wall
Render FX: Normal
Render mode: Texture
FX Amount: 180
...

No other changes is made.
I use a glass texture from NS.WAD
Anyone know something?

Comments

  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Render mode: Texture<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    change to

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Render mode: additive<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Actually, Additive will make it glow at all times. Keep it at Texture, but change the FX Amount to 100.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Put it lower than that, use between 15 and 60
  • oloffeoloffe Sweden Join Date: 2005-03-07 Member: 44227Members
    okey, so if Im change XF amount, will it still glow, but less??
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Use the glass made on a black background ( cc_glass1 / cc_glass2 / glastrans / glass_dark / tubeglass) with the following settings:

    FX Amount: 80
    Render Mode: Additive
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    You don't use additive for glass ffs!

    Additive, adds that texture with the texture behind, to make it brighter, hence the name. Texture, the one you should use, makes the texture less visable, which is what you want for glass.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Kester+Mar 14 2005, 01:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Mar 14 2005, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't use additive for glass ffs!

    Additive, adds that texture with the texture behind, to make it brighter, hence the name. Texture, the one you should use, makes the texture less visable, which is what you want for glass. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yep. The FX Amount actually depends on what texture you use, like how bright it is. I find a good value is 100, but you can try whatever you like. Just don't use a too high value.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    It's also important to use a glass texture that doesn't start out with any bright colors if you're going to use it in a dark environment -- the Half-Life engine doesn't use lightmaps when displaying items rendered as either Texture or Additive, so textures that match Normal or Solid rendered areas when fullbright will appear too bright when they are lit in game.

    If a window's going to be in a dark area, pick a texture that's as dark you'd expect it to be after the lightmaps are applied to the area around it. This is acually why Valve's .wads have the same glass patterns with different color schemes--it gives level designers a chance to match the glass to the surrounding scene.
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