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.
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.
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
ok, found another shader who works.
now you can see the bright sun
underwater
change it next update. i wait for more response at gameplay.
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 
http://home.arcor.de/thorundhammer/lager/pharao_redux_v13.pk3
don’t you have a clean ET version to check missing files?
textures/liquids/pool3d_5.tga missing
arfff
dont deleted testmap…(whit the textures)
sorry guys, correctet