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textures/procyon2/mfx1
{
qer_editorimage textures/Procyon2/mfx1.tga
{
map textures/Procyon2/mfx1.tga
blendfunc blend
}
{
blendfunc filter
map $lightmap
rgbGen identity
tcGen lightmap
}
}
textures/procyon2/grid1
{
qer_editorimage textures/procyon2/grid1.tga
surfaceparm nomarks
surfaceparm trans
surfaceparm alphashadow
cull none
nopicmip
nomipmaps
{
map textures/procyon2/grid1.tga
rgbGen identity
alphafunc GT0
}
{
map $lightmap
rgbGen identity
tcGen lightmap
blendfunc filter
}
}
tZork wrote:same ways as in quake3
first make a image with a alfachannel. where the alfa is white the image will be opace, black transparent. anything inbetween will be a blend. then fire yp you favorite texteditor and do something like:
tZork wrote:same ways as in quake3
first make a image with a alfachannel. where the alfa is white the image will be opace, black transparent.
Alternativly, if the areas to be transparent on yer image is all black (and no ares that shoud not be arent) you can use someit like:
- Code: Select all
textures/procyon2/grid1
{
qer_editorimage textures/procyon2/grid1.tga
surfaceparm nomarks
surfaceparm trans
surfaceparm alphashadow
cull none
nopicmip
nomipmaps
{
map textures/procyon2/grid1.tga
rgbGen identity
alphafunc GT0
}
{
map $lightmap
rgbGen identity
tcGen lightmap
blendfunc filter
}
}
(alphafunc GT0 insted of blendfunc blend)
Clueless Newbie wrote:Hmm.. I see I need to figure out how to make an image with an alpha channel.
But I think that might be a topic for a different forum. Does radiant / nexuiz accept other formats than .tga?
tZork wrote:same ways as in quake3
first make a image with a alfachannel. where the alfa is white the image will be opace, black transparent. anything inbetween will be a blend.
tZork wrote:in ps, select the alfa (channels tab) and hit ctl+i (you can also use save as and select tga / png, no need for the save 4 web stuff)
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