A quick look and i got a few:
- Models had shader/material path to /blabla/blabla.tga , that .tga doesn’t go there mainly because we are using a shader, not a texture.
- Inside the shader, shader names end with a .tga… they should be /blabla/blabla (w/o any extension).
- That trunk could be converted to a .jpg to save some kilobytes.
- Whatever the issue, the model is using the textures, not the shader(try different shader/texture paths, like textures is /textures/blabla/file.tga and shader is /models/blabla/shadername).
Now to get some food.
Edit(after the eating):Yup, changed the shader/texture paths, one minor edit in the shader(because i changed the paths) and it works.
Edit2(after testing the model in-game and making some modifications for it to look better):
For some reason the branches looked slightly too dark, so I added a blendFunc add to it(also a alphaFunc GE128 because its an alpha texture).
The final shader:
// commented out, it doesnt ****ing work, trying new shader below
//**************************************************************
//Snowy Trees
//**************************************************************
models/EFx_alphatrees/Pine_snow/large_branch02_s //Changed from textures/ to models/ and
// removed .tga from the end
{
qer_trans 0.85
qer_editorimage textures/EFx_alphatrees/Pine_snow/1.tga //Re-change the texture names,
// because it was a part of my debugging proccess
nopicmip
cull disable //Just because "twosided" is longer xD
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
surfaceparm nonsolid
implicitMask textures/EFx_alphatrees/Pine_snow/1.tga
sort decal
{
map textures/EFx_alphatrees/Pine_snow/1.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen identity
}
{
map textures/EFx_alphatrees/Pine_snow/1.tga
alphaFunc GE128 //because it's an alpha texture
blendFunc add //Added this stage because the texture was seriously dark
}
}
//**************************************************************
//NEW SHADER
//**************************************************************
// pine tree common winter (pine_tree_s.md3)
//**************************************************************
models/EFx_alphatrees/Pine_snow/WoodPineBark_c
{
q3map_clipmodel
surfaceparm woodsteps
surfaceparm nolightmap
q3map_nonplanar
q3map_shadeangle 90 //Can't have a round surface w/o phong shading
{
map textures/EFx_alphatrees/Pine_snow/2.tga
rgbGen identity //rgbGen vertex gave me a bug with it, scrolling my
// console changed some colors on the texture.
}
}
A side note: The texture looks too gray-ish from far away, it should be more white.