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textures/Praetoria/windows/window_transparent_01
{
qer_editorimage textures/Praetoria/windows/window_transparent_01.tga
qer_keyword glass
qer_keyword window
surfaceparm glass
{
map textures/Praetoria/env/env_bright.tga
tcGen environment
alphagen const .2
blendFunc blend
}
{
map textures/Praetoria/windows/window_transparent_01_frame.tga
// blendFunc blend
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
textures/Praetoria/windows/window_transparent_02
{
qer_editorimage textures/Praetoria/windows/window_transparent_01.tga
qer_keyword broken
qer_keyword window
qer_keyword glass
// surfaceparm fence
surfaceparm glass
{
map textures/Praetoria/env/env_bright.tga
tcgen environment
alphagen const .2
blendFunc blend
alphaFunc GT0
nextbundle
map textures/Praetoria/windows/window_transparent_01.tga //full white alpha channel
}
{
map textures/Praetoria/windows/window_transparent_01_frame.tga
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
These are 2 shaders directly from Tom's map. The frames still draw on top, but at this point, I don't care. I've reduced the effect enough that I doubt if anyone will notice much.
However, Now I have a bigger problem. Even when My windows are explicitly surfaceparm GLASS, I get the wood effects when shooting the entire thing.
I know those FCM files are the cause of this. I've tried the map with and without them. But I can't find anything that will let me edit or create these files. How did you get all those custom files for you Tut map?
I tried copying yours and renaming Tom's FCM's to my corresponding textures, but it doesn't make any difference. Could there be another setting in the shader causing this?
I would be perfectly happy with wood frames that have glass particles. But I don't want wood particles coming off my windows glass.
