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Code:
#include <acknex.h>
#include <default.c>
#include <mtlFx.c>

MATERIAL *matGlow = 
{
	effect = "glownm.fx";
	ambient_red = 16;
	ambient_green = 16;
	ambient_blue = 16;
	flags = PASS_SOLID | AUTORELOAD;
}

function main()
{
	level_load(NULL);
	you = ent_create("techcont_5.mdl", vector(128, -64, 0), NULL);
	you->material = matGlow;
}


Code:
#include <define>
#include <transform>
#include <sun>
#include <lights>
#include <fog>
#include <normal>

Texture entSkin1; // Color
float4 vecSkill41;
float4 vecAmbient;

sampler sColor = sampler_state { Texture = <entSkin1>; MipFilter = Linear; };

//////////////////////////////////////////////////////////////////////
struct out_terraintex3 // Output to the pixelshader fragment
{
	float4 Pos		: POSITION;
	float4 Color	: COLOR0;
	float  Fog		: FOG;
	float2 TexCoord : TEXCOORD0;
};

out_terraintex3 vs_terraintex3(
	float4 inPos : POSITION,
	float3 inNormal : NORMAL,
	float2 inTexCoord0 : TEXCOORD0)
{
	out_terraintex3 Out;

	Out.Pos = DoTransform(inPos); // transform to screen coordinates

// rotate and normalize the normal
	float3 N = DoNormal(inNormal);
	float3 P = mul(inPos,matWorld);

	Out.Color = vecAmbient; // Add ambient and sun light
	for (int i=0; i<8; i++)  // Add 8 dynamic lights
		Out.Color += DoLight(P,N,i);
	Out.Fog = DoFog(inPos); // Add fog

// scale the texture coordinates for the masked textures
	Out.TexCoord = inTexCoord0.xy;
	return Out;
}

float4 ps_terraintex3(out_terraintex3 In): COLOR
{
	float4 Color = tex2D(sColor,In.TexCoord);
	Color = Color * In.Color + Color * Color.a;
	Color.a = 1.0f;	// prevent transparency
	return Color;
}


technique terraintex3_13
{
	pass one
	{
		sampler[0] = (sColor);
		
		ZWriteEnable = true;
		ZEnable = true;
		ZFunc  = Less;
		AlphaBlendEnable = false;
		FillMode = Solid;
		CullMode = CCW;
		
		VertexShader = compile vs_2_0 vs_terraintex3();
		PixelShader = compile ps_2_0 ps_terraintex3();
	}
}

// fallback if nothing works
technique fallback { pass one { } }



Texture file:



I know it's not the best one but it works
maybe you can get much more out of it if you use better textures and models wink


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