1. I wish to have a glass texture, like a window pain. Just the glass. I have been looking at the "windowframe1" shader and the "windowbroken1" shader. They are as follows:
Code: Select all
textures/general_structure/windowframe1
{
surfaceparm glass
qer_keyword broken
qer_keyword window
qer_keyword glass
// cull none
qer_editorimage textures/window/windowframe1.tga
{
map textures/test/window_env.tga
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/window/windowframe1.tga
// blendFunc blend
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
textures/general_structure/windowbroken1
{
qer_editorimage textures/window/windowframe1.tga
qer_keyword broken
qer_keyword window
qer_keyword glass
surfaceparm fence
surfaceparm wood
// cull none
{
map textures/test/window_env.tga
tcgen environment
alphagen const .2
blendFunc blend
alphaFunc GT0
nextbundle
map textures/window/windowbroken1.tga
}
{
map textures/window/windowframe1.tga
// blendFunc blend
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
The window_env.tga is a snow sceen with trees. OK...?
Once broken, it gets "alphaFunc GTO". Can some one explain the different alpha functions?
The windowframe1.tga gets used the same for broken and not. So I would assume that it is only used for the frame image only.
2. Does anyone edit .map files in a text editor? (this may be a can of worms.
