I have a problem with shaders of my custom textures. Some of them are supposed to have transparent areas. I created the tga with Photoshop and added an alpha channel. The texture is stored in baseq3/textures/wq_breli. The shader in baseq3/scripts/breli.shader and included in the shaderlist.txt. I can use the texture in Radiant and when viewing it with q3ase (BTW: excellent program, I recommend it!) everything seems to be fine.
This is the shader code:
- Code: Select all
textures/wq_breli/tex {
surfaceparm alphashadow
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
cull disable
nopicmip
{
map wq3_breli/tex.tga
rgbGen identity
depthWrite
alphaFunc GT0
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
depthFunc equal
}
}
The texture is not displayed correctly in the game and I don't know why. The areas that are supposed to be transparent are just black. I basically copied the shader definition from other shaders. Additionally, the "simple" directives do not work either (like nomarks). So I think the shader is ok but, apparently, the engine can't find the shader. I tried to copy the shader into westernq3\scripts. That doesn't help either.
Any ideas? What do I do wrong?
cheers
Breli