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shadtex textures; how are they used in the original assets?

Posted: Mon Oct 29, 2012 2:45 am
by Neikun
I'm looking through the original Grimrock textures and I see some of the files have shadtex in their names. It only crops up on objects like the green slime and red gem, healing crystal and ice shards.
And yet- I don't understand how the models are referencing these images because it's not included in the material definition.

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 3:49 am
by Batty
Been wondering this too because I've tried to make new gems with different colors but the nice swirly effect is lost when you change the dif texture.

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 8:48 am
by juho
They use a custom shader. The shadertex.tga acts kind of like an environment map that rotates.

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 11:12 am
by Neikun
But how does the object reference it without being in the material definition?

The only material that lists it anywhere is the red_gem

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 3:14 pm
by antti
Neikun wrote:But how does the object reference it without being in the material definition?

The only material that lists it anywhere is the red_gem
Currently it's just hardcoded instead of being supported with the material system so it's not moddable. Back then we didn't know we were going to add modding support so we took a lot of shortcuts like these. :)

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 9:35 pm
by Neikun
I like that word "currently"
Thanks for unfogging that little mystery guys. :3

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 9:49 pm
by BeNNyBiLL
Allow us write our own shaders. Its a good idea, honest! :mrgreen:

Re: shadtex textures; how are they used in the original asse

Posted: Mon Oct 29, 2012 10:13 pm
by AmiDARK
Simply having access to shader textures may be enough ...