- That will actually respect surfaceparm alphashadow and tone down the light passing through a glass shader.
- And reflect a "fake" environment via tcGen environment.
Code: Select all
textures/aedm7/glass
{
qer_editorimage textures/aedm7/dsiglass.tga
qer_trans 0.7 // Was 0.5, 0.7 is darker, less transparent.
surfaceparm alphashadow // Testing ceiling glass, change skylight on floor?!
surfaceparm nolightmap
//surfaceparm nonsolid // Glass is solid?!
surfaceparm trans
// cull disable // Turn on culling for 2-sided glass!
{
map textures/aedm7/dsitinfx_alpha.tga
blendfunc blend
//rgbGen identity
// tcGen environment
alphagen const 0.5 // .25 Defines window transparency was .4 (.35 = more transparent)
}
}
- Quite fundamentally I do not seem to understand how to manipulate the textures.
- I added an alpha channel to id's dsitinfx.tga, that has 50% opacity of the RGB channel (named dsitinfx_alpha.tga; saved as 32bit tga), but surfaceparm alphashadow ignores thos, so does actually cutting transparent "holes" into the image.
(Will try using a completely different shader POM vines where alphashadows at least work).