domination map


(Wezelkrozum) #21

To show transparant texture behind each other I always added the depthWrite command. Try that one in the water and ball shader.

And about the hunkmegs. Try to make 1 big texture which contains a couple trims. So, you have less textures to load.


(Sternschubser) #22

hmm, the texture begins to flicker. do i something wrong?
here in my new map with also two shader behind as test

textures/thb_nodtemple/fenster_neu
{
	cull disable
	surfaceparm alphashadow
	surfaceparm playerclip
	surfaceparm pointlight
	surfaceparm trans
	{
		map textures/thb_nodtemple/fenster_neu.tga
		blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		depthWrite
		rgbGen identity
	}
	{
		map textures/thb_nodtemple/streben.tga
     		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		depthWrite
	}

}

fenster_neu was the red window textur and streben the black lines textur


(Wezelkrozum) #23

try it with the q3map_globaltexture command in the shader.


(Sternschubser) #24

ok, found another shader who works.

now you can see the bright sun :smiley: underwater

change it next update. i wait for more response at gameplay.


(Sternschubser) #25

ok, new version is out…

i want a map for big servers… but after testing … i shot a lill bit over the target

with 46 people we search us on the map… oO

so i reduce the ways, only two per flag
make the ways colored in the commandmap- you see faster where you are
add other watershader
a bug in script die under my feed

have a second look :smiley:

http://home.arcor.de/thorundhammer/lager/pharao_redux_v13.pk3


(Zer0Cool) #26

don’t you have a clean ET version to check missing files?
textures/liquids/pool3d_5.tga missing


(Sternschubser) #27

arfff

dont deleted testmap…(whit the textures)

sorry guys, correctet