



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.
 . I have no experience with level editing and textures myself so this is mostly from a 1v1 gameplay perspective.
 . I have no experience with level editing and textures myself so this is mostly from a 1v1 gameplay perspective. @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.