Can func_revolving be made transparent?

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Can func_revolving be made transparent?

Postby Rad Ished » Mon Dec 03, 2007 10:42 am

Can func_revolving be made transparent?
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 :?
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Postby KadaverJack » Mon Dec 03, 2007 11:27 am

Does func_revolving work at all in Nexuiz? At least there's no function for that in the game code.
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Postby Rad Ished » Mon Dec 03, 2007 12:17 pm

Ups, a little interpretation was needed, i meant func_rotating, not entirely sure how i fixed it but it works fine now.
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