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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
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