spamclark15 Posted July 25, 2017 I've changed the color of the lights on doors for locked/unlocked but I'm noticing that, while the red image appears correctly, the green image seems to be a combination of both the "locked" and "unlocked" images. Looking through the material files, I found textures/base_door/doorlight { //noShadows qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_red.tga colored } { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_grn.tga colored } } textures/base_door/doorlight_red_to_green { qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_red.tga rgb 5 } { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_grn.tga rgb 5 } } textures/base_door/doorlight_grn { //noShadows qer_editorimage textures/base_door/doorlight_grn.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_grn.tga { blend add map textures/base_door/doorlight_grn.tga colored } } Does anyone know enough about the material files who knows what needs changed to get green to appear fully opaque rather than a mixture? 0 Quote Share this post Link to post
Caffeine Freak Posted July 30, 2017 First of all, are you utilizing the 'shaderparm7' '0/1' key/val for your doors? (That's what the 'if ( parm7 == 0 )' and 'if ( parm7 == 1 )' text above is referencing.) That's the proper way to switch them between red and green, not with the color values. Everything with the red/green lights is set to shaderparm7/0 (red) by default. If you're using color values on your doors it will affect any ordinary light textures on them, but it can affect the red/green lights as well. 0 Quote Share this post Link to post
spamclark15 Posted July 30, 2017 I figured it out. It was an issue with how the images were being blended. Replacing blend add with blend blend prevents the green from being transparent to varying degrees on top of the red. 0 Quote Share this post Link to post
spamclark15 Posted July 30, 2017 I do have another question: The soulcube viewmesh has a light on the front of it... Where is that light defined so I can make changes to it? 0 Quote Share this post Link to post
Caffeine Freak Posted July 30, 2017 In all honesty, I've never much looked into the soul cube. My guess would be in weapons.mtr. 0 Quote Share this post Link to post
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