Ummm, could you please make use of the code tags, it’s a bit easier to read your code when you do that… [ Code ] … [ /Code ]
Ok, first things first, have you put the shader in the shaderkist.txt?
Do the images which you’re using have dimensions in powers of 2? i.e. 128x128, 256x512 64x32
This is the shader for the flickering flame I was talking about above:
textures/sfx/wilsflame1
{
qer_editorimage textures/sfx/flame1.tga
q3map_surfacelight 1482
cull none
nofog
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm trans
{
animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga
blendFunc GL_ONE GL_ONE
rgbGen wave inverseSawtooth 0 1 0 10
}
{
animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sawtooth 0 1 0 10
}
{
map textures/sfx/flameball.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin .6 .2 0 .6
}
}
I don’t know if this will help, but it may be good to have a look at another animMap shader to give you a few more ideas… notice the .tga extensions, I realize the shaders from the game don’t use them as you’ve posted above, but just to be on the safe side…
I’m not sure what the aliasShader does either, looks interesting though, maybe it’s like a baseShader but maybe runs them simultaneously. However, the Wilsflame shader doesn’t use an aliasShader so you may not have to to get it to work… hopefully.
Ummm, you could try changing your blendFunc to GL_ONE GL_ONE, the controlbox1’s animMap looks as if it’s calling itself which i’m confused about, but the blend there would get it to blend in with itself, you don’t have that so just use GL_ONE GL_ONE.