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Q3A Shader for dpmodel

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marcelatlaskalova Joined: 20 Aug 2009 Posts: 7 |

Posted: Sat Aug 29, 2009 8:18 pm Post subject: Q3A Shader for dpmodel |

Hi guys.I try to make some custom models.But got ione problem.Lordhavoc wrote script for knight model.It works fine.But now i have one problem wich have 3 textures.1st for body and head,2nd for legs and cloak and the 3rd for sword.When i disable the script the model is like the 1st image but when i enable the script the model is like on the 2nd image.So please can somobody write how can i fix this bug?
1st picture
2nd picture
I am using this script and the textures got aplha func.
avatar
{
cull none
{
map avatar_a_t01.tga
alphaFunc GE1
rgbGen lightDiffuse
}
}

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Sat Aug 29, 2009 9:45 pm Post subject: |

i dont see whats wrong other than all the black is going see through? why not just do it normal and use darkplaces tga support for the alpha mask? _________________ QuakeDB - Quake ModDB Group

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marcelatlaskalova Joined: 20 Aug 2009 Posts: 7 |

Posted: Sat Aug 29, 2009 10:29 pm Post subject: |

ceriux wrote:
i dont see whats wrong other than all the black is going see through? why not just do it normal and use darkplaces tga support for the alpha mask?

Here is another image you can see that the texture is transparent:

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Aug 30, 2009 3:43 pm Post subject: |

Missing alpha channel support?

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sun Aug 30, 2009 4:12 pm Post subject: |

i think he doesn't want the holes at the knees and things like that, like maybe there's supposed to be black there or something _________________ bah

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Aug 30, 2009 7:13 pm Post subject: |

To me it looks like the depth buffer is buggering up

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Sun Aug 30, 2009 9:29 pm Post subject: |

if things are messed up then maybe its the alpha channel is messed up? open up the texture file some how and look at the alpha channel. _________________ QuakeDB - Quake ModDB Group

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marcelatlaskalova Joined: 20 Aug 2009 Posts: 7 |

Posted: Mon Aug 31, 2009 1:00 pm Post subject: |

ceriux wrote:
if things are messed up then maybe its the alpha channel is messed up? open up the texture file some how and look at the alpha channel.

You are right.I got wrong alpha channel on modle texture.THank you

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Mon Aug 31, 2009 1:46 pm Post subject: |

MeTcHsteekle wrote:
i think HE doesn't want ...

I think HE is a SHE as far as I know. Marcela.
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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marcelatlaskalova Joined: 20 Aug 2009 Posts: 7 |

Posted: Mon Aug 31, 2009 3:25 pm Post subject: |

Chip wrote:

MeTcHsteekle wrote:
i think HE doesn't want ...

I think HE is a SHE as far as I know. Marcela.

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Tue Sep 01, 2009 1:48 am Post subject: |

oh dear, im terribly sorry :S _________________ bah

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Tue Sep 01, 2009 6:00 am Post subject: |

the weapon has dark areas that are not transparent, yet the back of the leg is. You may just have to recolor some spots that use a different color than your alpha mask?

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