Hello guys,
maybe not the right place to drop my question, but i know, that some awsome developers are reading also
I try to make a new map for oa and in the darker passages of this level, i would like to make some hints for the right way.
The texture package "dsi" includes a red and a blue arrow, which would fit my needs with one annoying point: the background of this arrows are not invisible. They look like a plate with an arrow on it. And the plates texture doesn´t fit my requirements.
So i thought, that it would be much better, if the plate is invisible, so the arrows could be used on all other textures.
I tried to modify the shader file (new one based on the original) but unsuccessful
Here is the corresponding shader from pak0.pk3/scripts/oalite.shader:
I had the idea, to make a forth shader stage, where i mask all the unused pixels, but my attempts failed (blendfunc GT0 etc.)
Any ideas?
PS: i did also a thread on oas main forum:
http://openarena.ws/board/index.php?topic=3776
maybe not the right place to drop my question, but i know, that some awsome developers are reading also
I try to make a new map for oa and in the darker passages of this level, i would like to make some hints for the right way.
The texture package "dsi" includes a red and a blue arrow, which would fit my needs with one annoying point: the background of this arrows are not invisible. They look like a plate with an arrow on it. And the plates texture doesn´t fit my requirements.
So i thought, that it would be much better, if the plate is invisible, so the arrows could be used on all other textures.
I tried to modify the shader file (new one based on the original) but unsuccessful
Here is the corresponding shader from pak0.pk3/scripts/oalite.shader:
Code: [Select]
textures/dsi/tlight
{
qer_editorimage textures/dsi/tlight.tga
q3map_lightimage textures/dsi/tlight.blend.tga
surfaceparm nomarks
q3map_lightsubdivide 32
q3map_surfacelight 1000
{
map textures/dsi/tlight.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/dsi/tlight.blend.tga
blendfunc add
}
}
textures/dsi/tlightr
{
qer_editorimage textures/dsi/tlightr.tga
q3map_lightimage textures/dsi/tlightr.blend.tga
surfaceparm nomarks
q3map_lightsubdivide 32
q3map_surfacelight 1000
{
map textures/dsi/tlightr.tga
rgbGen identity
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/dsi/tlightr.blend.tga
blendfunc add
}
}
I had the idea, to make a forth shader stage, where i mask all the unused pixels, but my attempts failed (blendfunc GT0 etc.)
Any ideas?
PS: i did also a thread on oas main forum:
http://openarena.ws/board/index.php?topic=3776