I’ve been using ‘depthfunc disable’ in my flare shader for an EF single-player mod so it wouldn’t cut into the wall, but as a side effect, I’ve noticed that you can still see these flares through thin walls. If I increase the thickness of the walls, the flares are for some reason no-longer visible, but the problem with that is that this map is supposed to be based on the actual set of a tv show and making the walls any thicker would not only be inaccurate, but it would also make the hallway next to it too narrow to walk in (in a different area then you see in the screenshots).
So is it possible to block flares with ‘depthfunc disable’ without increasing the width of your brushes?
Tha actual shader:
textures/conference/cround_light
{
surfaceparm nolightmap
q3map_flare textures/ent_corridor/flare
{
map textures/conference/cround_light.tga
blendFunc GL_ONE GL_ONE
}
}
textures/ent_corridor/flare
{
qer_editorimage textures/ent_corridor/flare.tga
surfaceparm nolightmap
deformVertexes autosprite
{
map textures/ent_corridor/flare.tga
blendFunc gl_one gl_one_minus_src_color
depthFunc disable
}
}
Heres some images, showing the same wall from 2 different sides.


