Glowing Glass
oloffe
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?
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
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-->
FX Amount: 80
Render Mode: Additive
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.
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.
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.