Syx@Posted: Mon Aug 21, 2006 9:11 pm    Post subject: flare deform?: Maybe what I'm trying is simply impossible and I read the description of flares wrong. But what I heard is flare will work on any 4-sided surface. So I made a material for it

textures/Grid/lightTest
{
qer_editorimage textures/lightTest.tga
diffusemap textures\blak.tga
{
blend add
map textures/lightTest.tga
translate 1,0
{
flare 10
}

}
}

and then slapped it on a cube. The cube comes out pure black, so there's an error somewhere. I'm not sure if I'm even using it properly. I tried placing it before the stages and the same problem arose.

The material in this example works fine without the flare stage.

I've found no documentation on how flare works. Maybe I need to define a map that gets used as the flare?



iceheart@Posted: Mon Aug 21, 2006 10:01 pm    Post subject: : First off, deform is a global material keyword, so you'll need to put it in the top level (same as qer_editorimage). Second, it's "deform flare X" not just "flare X".

Compare this id material from Doom 3:

Code:
textures/sfx/flare
{
   noshadows
   translucent
   nonsolid
   deform flare      16
   qer_editorimage   textures/editor/flare.tga
   {
      if ( parm7 == 0 )
      blend      add
      map         _quadratic
      colored
      vertexcolor
   }
}

_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Syx@Posted: Mon Aug 21, 2006 9:11 pm    Post subject: flare deform?: Maybe what I'm trying is simply impossible and I read the description of flares wrong. But what I heard is flare will work on any 4-sided surface. So I made a material for it

textures/Grid/lightTest
{
qer_editorimage textures/lightTest.tga
diffusemap textures\blak.tga
{
blend add
map textures/lightTest.tga
translate 1,0
{
flare 10
}

}
}

and then slapped it on a cube. The cube comes out pure black, so there's an error somewhere. I'm not sure if I'm even using it properly. I tried placing it before the stages and the same problem arose.

The material in this example works fine without the flare stage.

I've found no documentation on how flare works. Maybe I need to define a map that gets used as the flare?



iceheart@Posted: Mon Aug 21, 2006 10:01 pm    Post subject: : First off, deform is a global material keyword, so you'll need to put it in the top level (same as qer_editorimage). Second, it's "deform flare X" not just "flare X".

Compare this id material from Doom 3:

Code:
textures/sfx/flare
{
   noshadows
   translucent
   nonsolid
   deform flare      16
   qer_editorimage   textures/editor/flare.tga
   {
      if ( parm7 == 0 )
      blend      add
      map         _quadratic
      colored
      vertexcolor
   }
}

_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.