Textures with Alpha Channel and GTKradiant 1.6.4?
Posted: Tue Dec 30, 2014 11:52 pm
I started to look into the grate textures from Sock's Industrial Texture Set and used my AEdm7 (eX) shader for them... the images are 32bit TGA, so have an alpha channel, but neither in the texture window of GTKradiant 1.6.4 do they show the alpha transparency, nor in the 3D camera view. Here is the shader I am using on them:
For AEdm7 I created another texture (not sure what I did) at (1) to make this work apparently. Since I am starting from scratch it would be nice to know how to properly have grates, i.e. texture with alpha, work in GTKradiant and also in-game. I also ask because from my shader notes I recall there were issues between the different Radiant versions, i.e. 1.2.13, 1.4 and 1.5...
E.g. I think the texture preview in Radiant never showed alpha transparency... but I really hope to see it in the Camera (3D) view. If I need to "hack" together a special editor version of those texture, that would not be great, but I'd do it.
Thanks.
Code: Select all
textures/aeindus/met_grate1_b
{
qer_editorimage textures/aeindus/met_grate1_b.tga
surfaceparm metalsteps
surfaceparm trans
surfaceparm alphashadow
surfaceparm nomarks
// cull none // We don't really want them BOTH sided!
nopicmip
{
map textures/aeindus/met_grate1_b.tga // (1)
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
E.g. I think the texture preview in Radiant never showed alpha transparency... but I really hope to see it in the Camera (3D) view. If I need to "hack" together a special editor version of those texture, that would not be great, but I'd do it.
Thanks.