Tried various methods but can't seem to make this work, beginning to think they are mutually exclusive. I've used the same shader as bluebeam or so in evil8:
textures/ito/redholo
{
surfaceparm trans
cull disable
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm nonsolid
qer_editorimage textures/ito/redholo.tga
{
map textures/ito/redholo
blendFunc add
}
}
textures/ito/greenholo
{
surfaceparm trans
cull disable
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm nonsolid
qer_editorimage textures/ito/greenholo.tga
{
map textures/ito/greenholo
blendFunc add
}
}
I also wonder is it possible to uses the same shader for each texture as the method above seems a bit redundant.
The textures are 32bit tgas with a totally black alpha channel, it was various shades of grey but I made it black trying to get it to work.
I've used a very similar shader on a curve patch on the same map and that works fine.
Much head scratching now taking place
