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Posted: Mon Dec 03, 2007 8:33 pm
by erick
What do you need done to the id? It looks okay to me.

Posted: Mon Dec 03, 2007 8:55 pm
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?

Posted: Mon Dec 03, 2007 10:30 pm
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

Posted: Thu Dec 06, 2007 6:46 pm
by Rich Tea Biscuit
Thanks much, everyone. Final Version can be seen here:

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