I'm about to boldly go where I've never gone before. I know a lot of the basics but for this experiment I'm going to find out just how deep the rabbit hole goes. Since I'm not planning to spam this forum with a lot of threads, I decided to accumulate my questions and present my lack of knowlegde in this topic. Let me know if that's ok mods?
Rest assured, I'll do my homework before posting.
Let's begin:
I want to create a spiderweb. As far as I know, Stormshadow's Halls of the Damned is the only Quake 3 map featuring one. RTCW on the other hand has lots of spiderwebs, especially the opening level. I had a look at Stormshadow's shader and found this:
The shader refers to this image:textures/storm3tourney6/wolfcobweb
{
qer_editorimage textures/storm3tourney6/cobweb2.tga
//qer_trans 0.9
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm nonsolid
cull disable
deformVertexes wave 10 sin 0 2 0 0.2
{
map textures/storm3tourney6/cobweb2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
// rgbGen vertex
}
}

I copied the shader, edited all relevant paths and grab a spiderweb from the Internet:

I figured since the background is also black, this should work. It doesn't. This is the ingame result:

It's semi transparent. The problem I'm guessing is in the image I used. I probably have to take some steps to remove the black, leave only the white and make it less bright. Which is strange since Stormshadow's image is about the same (although less bright). What am I missing here?