At first, I wanted something that bullets could pass through reguardless of where it hit but made a spark, and made a custom bullet hole that made wherever it hit transparent. If someone knows how to do this, I'd be grateful; however, that's only if you can and want to, not the main problems. Here's the main problems.
First problem: screen.tga doesn't seem to have the right kind of alpha shadowing. Only a small hole is visible. The .tga is 2x2 pixels, top-left and bottom-right are gray, and the two left over are black and alpha-shadowed by my friend. Maybe it's the triple-buffering. Is there a surfaceparm that diminishes triple buffering for a specific texture?
Second problem:
Code: Select all
//Screen
textures/somewhereinmiddleamerica/screen
{
qer_editorimage textures/somewhereinmiddleamerica/screen.tga
qer_keyword masked
surfaceparm nonsolid
surfaceparm alphashadow
surfaceparm playerclip
surfaceparm nomarks
cull none
nopicmip
{
map textures/somewhereinmiddleamerica/screen.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}

