For the png textures, yes, you have to write a shader. An eg. for a transparent shader:
- Code: Select all
textures/noobplants/noob_aspidi
{
qer_editorimage textures/noobplants/noob_aspidi.tga
surfaceparm nonsolid
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm trans
surfaceparm nosteps
qer_trans 0.5
{
map textures/noobplants/noob_aspidi.tga
rgbGen Vertex
alphaFunc GE128
}
}
The thing in that shader that acctualy makes the transparency happen is this line:
alphaFunc GE128Don't forget to put the shader in shaderlist.txt too

For the skybox, it's a bit tricky.
You need 6 images for your skybox in /data/env/myskybox/
those build up the skybox, but the ENGINE DOES IT, NOT YOU!
The correct names:
myskytexture_up for ceiling
myskytexture_rt for right
myskytexture_lf for left
myskytexture_ft for front
myskytexture_dn for down
myskytexture_bk for back
Now, make a dir in /data/textures/myskybox
and place a jpg there, eg. the ceiling, or anything, this will be used by the editor.
Now, make a shader, like this:
- Code: Select all
textures/myskybox/myskybox
{
qer_editorimage textures/myskybox/myskybox_exaple_picture
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
q3map_lightsubdivide 256
q3map_surfacelight 220
surfaceparm sky
q3map_sun 0.45 0.45 0.55 10 0 90
skyparms env/myskybox/myskybox - -
}
Add the shader to shadelist.txt, and load up your fresh new skybox. That is all.