I made a custom window texture and tried a couple of window frame shaders from Mohaa to make it work. The env map is working fine on the glass. And the window frame is opaque. But I have a lot of shades of gray in the Alpha channel on the glass that are not showing up. Instead it looks as if my Alpha was only black and white.
The image on the left is what I get with the Alpha channel on the right:
http://webpages.charter.net/dt3d/screen ... indows.jpg
Here are 2 almost identical shaders that I tried but neither uses the alpha channel correctly:
Code: Select all
textures/Praetoria/windows/window_transparent_01
{
qer_editorimage textures/Praetoria/windows/window_transparent_01.tga
qer_keyword praetoria
qer_keyword window
qer_keyword glass
qer_trans .4
surfaceparm glass
{
map textures/Praetoria/env/env_bright.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/Praetoria/windows/window_transparent_01.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
textures/Praetoria/windows/window_transparent_01
{
surfaceparm glass
qer_keyword broken
qer_keyword window
qer_keyword glass
// cull none
qer_editorimage textures/Praetoria/windows/window_transparent_01.tga
{
map textures/Praetoria/env/env_bright.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/Praetoria/windows/window_transparent_01.tga
// blendFunc blend
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}




