1. How do i use an alpha channel in the texture (for glasses and hair)

2. What is the best way to package the models; do I replace existing ones or give them unique filenames

Moderators: Nexuiz Moderators, Moderators
ai wrote:1. If you use .tga just be sure to save it as a 32 bit file. Then any transparency will become the alpha. But be sure to save it correctly, certain applications (even Photoshop CS3 doesn't save correctly though there is an option for that).
If you use .png then you're set, just save normally and it should work.
Alternatively you can create a shader and define that it should use the alpha there.
tagName (that the model file has defined)
{
cull none (ignore this, you may as well want to remove this line altogether. Just makes sure faces are visible at both sides even if the normals are negative.)
{
map pathToTexture.tga
blendfunc blend
}
}
Users browsing this forum: No registered users and 1 guest