
(actually, I'm using a .tga version, but either Safari does not like .tga or the .tga versions got messed up by sftp)
This is the current shader for that texture (again, I'm using .tga in the game - the above .png is just so it'll show in Safari):
- Code: Select all
textures/rustvents/rustframe
{
cull disable
{
map textures/rustvents/rustframe.tga
rgbGen identity
depthWrite
alphaFunc GE128
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
depthFunc equal
}
}
But this is what I get in the game:

I have tried several different shaders for transparencies, copied from different maps and from replies on this forum, but they either give the above result or they stop q3map2 in the Light compilation altogether.
What am I doing wrong here?