Calandil Posted January 25, 2003 Share Posted January 25, 2003 I've added a alpha channel to the texture for one of my map objects. The transparency works great, but the shader is making the texture fully lit. Here is the shader I'm using, taken from this website : models/map_objects/ships/custom { surfaceparm trans cull none nopicmip { map models/map_objects/ships/custom.tga tcMod scale 3 3 blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } } I also tried using the sample shader from the Quake 3 Shader Manual, but the transparency doesn't work (not sure if Jedi Outcast handles alpha channels differently or not.) I've tried analyzing the shader to see what's wrong, but I'm afraid I've still got a lot to learn. Got any tips on how to fix it? UPDATE: Well I figured it out by looking the shader for some of the map_object trees and plants. (I guess I should do more research before I get trigger happy with the posts ) In case anyone else is wanting to put an alpha channel on a texture for a .md3, you have to make it nolightmap and onlyvertexlighting. Here is an example shader that worked for me: models/map_objects/customefolder/custometexture { q3map_nolightmap q3map_onlyvertexlighting cull disable { map models/map_objects/customefolder/custometexture alphaFunc GE128 rgbGen vertex } } Also if you have problems with seeing the edges when looking through the transparent part, try taking out the "cull disable" line and it should fix it. Link to comment Share on other sites More sharing options...
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