Water Movement

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

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erick
Major
Posts: 280
Joined: Wed May 30, 2007 1:14 am
Location: USA

Post by erick »

What do you need done to the id? It looks okay to me.
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k47a
товарищ
Posts: 810
Joined: Fri Mar 25, 2005 1:19 pm

Post by k47a »

you don't really need an alpha channel for that (depending on what you wanna do, of course). do you want the ID just a single texture?
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wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

So u want the old Wehrpass use the new texture and this way kind of change its shape by having most of it invisible.

Ok.

Put your tga into textures/richtea.

The Wehrpass is part of the items set and in the papers.tik there's the line

Code: Select all

	surface papers shader wehrpass
This is telling that the model is using shader wehrpass in items.shader Here it is:

Code: Select all

wehrpass
{
	qer_editorimage textures/models/items/wehrpass.tga
	cull none
	{
		map textures/models/items/wehrpass.tga
		rgbGen lightingSpherical
	}
} 
Now copy the whole items.shader into your scripts folder and change above code to

Code: Select all

wehrpass
{
	qer_editorimage textures/richtea/wehrpass.tga
	cull none
	nomipmaps
	{
		map textures/richtea/wehrpass.tga
		alphaFunc GE128
		depthWrite
	nextbundle
		map $lightmap
		rgbGen lightingSpherical
	}
} 
Leave the rest unchanged.
Now the wehrpass is kindof the way u wanted it, isnt it?
Well it's upside down and got no back but this can be changed in the tga
Rich Tea Biscuit
Corporal
Posts: 34
Joined: Wed Apr 25, 2007 11:57 pm
Location: mohaa\dm2

Post by Rich Tea Biscuit »

Thanks much, everyone. Final Version can be seen here:

http://www.fileden.com/files/2007/3/3/8 ... ot0035.jpg
Image
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