



Has a pretty nice look to it already, I'll give it a whirl.
Code: Select all
textures/test/wall_passable
{
qer_editorimage textures/test/wall.jpg
surfaceparm nonsolid
{
map textures/test/wall.jpg
rgbgen identity
}
{
map $lightmap
blendfunc gl_dst_color gl_zero
rgbgen identity
}
}
Same here actually.Silicone_Milk wrote:Thought for sure with a name like memetourney that I was going to see a map textured with demotivational posters and lolcats all over the place.
@Hipshot: ALWAYS use .tga when referencing textures, NOT .jpg, regardless if the actual image file is actually a .tga or .jpg. Otherwise, the above fixed shader will work.Hipshot wrote:Code: Select all
textures/memetourney1/test { surfaceparm nonsolid { map textures/memetourney1/test.tga rgbgen identity } { map $lightmap blendFunc filter rgbGen identity } }
Yea, heard that before. However, you have a reason why I need to do this? Because I used jpg as a extension for years now, never had a problem with it...obsidian wrote:@Hipshot: ALWAYS use .tga when referencing textures, NOT .jpg, regardless if the actual image file is actually a .tga or .jpg. Otherwise, the above fixed shader will work.