I've just started using GtkRadiant 1.5 (I'm pandering to my own nostalgia and messing around with cutscenes in Elite Force) and I've noticed that it appears to have a couple of problems related to the display of certain shaders.
The qer_trans property appears to be ignored, so all the trigger, clip, glass, etc. textures are opaque rather than translucent. This isn't the end of the world but makes it difficult to get a good sense of the level geometry while positioning clips and triggers.
Here's a shader (for the trigger texture) that has this problem:
Code: Select all
textures/common/trigger
{
qer_nocarve
qer_trans 0.5
surfaceparm nodraw
surfaceparm nolightmap
}
Example shader (shows up as "liftlights_light" with "shader not found" texture in editor):
Code: Select all
textures/voyager/liftlights_light
{
qer_editorimage textures/voyager/liftlights.tga
{
map textures/voyager/liftlight_gradiant.tga
blendFunc GL_ONE GL_ZERO
rgbGen identity
tcMod scroll 0 -2
}
{
map textures/voyager/liftlights.tga
blendFunc GL_ONE GL_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}