And was wondering if anyone here is photoshoptically inclined here?
It is a vine texture perhaps shader problem, I doubt it’s the latter.
I have made the texture, created the alpha channel. Saved to 32bit.
All looks well. The shader loads properly in radiant, curry shows it to be working perfectly, all areas to be transparent are transparent.
But… when a test map is compiled using it, the blacked out alphas still show.
This is the shader.
textures/thephhortress/vined
{
qer_editorimage textures/thephhortress/vined.tga
surfaceparm trans
surfaceparm alphashadow
surfaceparm nonsolid
surfaceparm nomarks
cull none
nopicmip
{
map textures/thephhortress/vined.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
Anybody have any ideas? or did I provide enough info?
Thanks!

