White texture became gray in game?


(mika_x) #1

Hi guys.

I wanted to make a completely white brush but when I went to test it the brush became gray :confused:
It only looks white if I compile without -light.
How am I supposed to make the color stay the same in game?

Thanks.


(twt_thunder) #2

You need to use a shader, maybe @Stealth can help you out here :smiley:


(mika_x) #3

Yes I know. I tried with different shader settings but no luck. :[


(twt_thunder) #4

q3map_colorGen func

Currently takes a single function, const. This directive is used to set a surfaces vertex color values. q3map_colorGen operations are applied to an object’s vertexes so the rgbGen vertex directive is required for each affected stage. Same as q3map_rgbGen.
q3map_colorGen const ( R G B )

Forces a fixed vertex color value to the entire shader surface.
q3map_colorMod func

Used to alter the vertex color values of vertexes contained within its volume. q3map_colorMod operations are applied to an object’s vertexes so the rgbGen vertex directive is required for each affected stage. Possible uses include creating a neutral hued texture for a CTF middleground and then creating shader instances of the texture for red and blue bases. Same as q3map_rgbMod.
q3map_colorMod scale ( R G B )

Used in conjunction with q3map_colorMod volume. Scales the vertex color by the specified color values.
q3map_colorMod set ( R G B )

Used in conjunction with q3map_colorMod volume. Sets the vertex color to the specified color values.
q3map_colorMod volume

This was created as a way to explicitly set or modify the vertex color values of vertex points contained within a controlling brush volume marked with this shader directive. Applies all other q3map_colorMod directives to each vertex inside a brush textured with this shader to change the hue of the affected surface.

Design Notes:
This is usually used in special colorMod volume "common" shaders for use within the editor only. A brush textured with the colorMod volume shader is used to overlap the vertexes of another brush or model, altering the vertex color values. Worldspawn colorMod volume brushes will affect all surfaces it comes in contact with. You can func_group a colorMod volume brush to its affecting brush to localize the hue to just that entity.

any help in this?

taken from:
http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_colorGen


(ailmanki) #5

If you use implicit shader it will get automatically a lightmap afaik.
Read the shader manual, its worth the time. http://q3map2.robotrenegade.com/docs/shader_manual/
http://magics-territory.com/et/et_info/level_designers_reference/etdocs/

I suppose just making a shader without any lightmap should do the trick, but maybe it needs some more trickery.


(mika_x) #6

[QUOTE=ailmanki;503402]If you use implicit shader it will get automatically a lightmap afaik.
Read the shader manual, its worth the time. http://q3map2.robotrenegade.com/docs/shader_manual/
http://magics-territory.com/et/et_info/level_designers_reference/etdocs/

I suppose just making a shader without any lightmap should do the trick, but maybe it needs some more trickery.[/QUOTE]

Thanks. I removed map $lightmap and it worked. :slight_smile: