Hi there!
Anyone played HL2? Remember those tunnel exits that showed up in bright white?
“blendfunc add” works just fine for the brightening things up when looking towards the
cave exit from the inside… now I’m looking for the opposite blendfunc that will darken
the inside of the cave while standing outside. None of the GL_ combinations I tried so
far really worked the way I want them to… some actually set the black texture back
to 100% alpha while it’s supposed to have only 3%…
shader:
textures/box_darkbright/bright
{
qer_editorimage textures/box_darkbright/bright.tga
qer_trans 0.3
cull front
nocompress
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm trans
{
map textures/box_darkbright/alpha03.tga
blendFunc add
}
}
The dark texture’s shader looks exactly the same and only has “bright.tga” substituted
with “dark.tga” Both are fully opaque using “alpha03.tga” as an external alpha channel
(since I didn’t manage to save my tga with alpha channel yet.)
Here’s what the inside looks like:
(darker part of the sky is the original brightness, lower left pic shows (opaque
) view from outside)

Hints appreciated.
~Greetings


