Sorry, had an error in my other post, fixed now...
Looking at your shader (and its been a while for Q3) it looks like it may be alpha testing? Alpha testing isnt what I would use myself here, as it gives a far too pixelated look for what is really just a simple decal.
Now, you have a few choices... One is that you save to an alpha mask which will display over the top of any texture ingame (This is the best idea for visibility reasons I think for you), and the other is that you make the image blend over the surface ingame, which depending on blendmode can produce a number of effects, one of which is an additive blend which may look a bit out of place. looking at your pics, it looks like your going for the normal blend... Now let me think...
Its been a while since doing all this in Q3, but if you make your picture White on a black background, i.e. the icon white, everything else on the texture, black, and use this shader:
Code: Select all
textures/decals/test
{
qer_trans 0.99
qer_editorimage textures/decals/test.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nolightmap
cull none
surfaceparm nomipmaps
{
map textures/decals/test.tga
blendFunc add
}
}
You will blend over the original surface under it. Keep in mind this would mean you MUST use a black background on your pic as this is additive.
Otherwise, replace your "alphaFunc GE128" in your hsader with "GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA" so that it uses an alpha blend, not an alpha test.
(Alpha blending is when it uses the entire greyscale colour range on your mask, alpha test is when it only uses 2, either on, or off, visible, or invisible.)
Now as I say its been a while with Q3, so sorry if anything is wrong
