
Originally Posted by
thajj
lol i know that":P its just i never used .tga behind it, look i use this script to make a wall walktroughable :D
Code:
//glassblock walktrough
textures/common/glassblock08walktrough
{
qer_trans 0.8
qer editorimage "textures/common/glassblock08walktrough"
surfaceparm nonsolid
}
see with out the .tga and it works fine... but ill try to do that... with the tga in the codde...
wel lol that was the problem... i had to add the ".tga" to it for somereasonn , ,lol strange but ok thanks..
request thread close..
Remove the qer editorimage line then like:
//Water
textures/Shaders/walkthroughblue
{
surfaceparm nonsolid
surfaceparm additive
qer_trans 0.8
}
Code:
//Water = Description
textures/shaders/walkthroughblue = location and name of file, regardless the extension.
{
surfaceparm nonsolid - this means you can walk through it, not needed in your case but good to know.
surfaceparm additive - means that it is see-through, however, the amount of opacity with this is controlled by the amount of light. if it is dark itl be very transparant, if its light itl be sleightly transparant, just play around with light and youll find out
qer_trans 0.8 - means itl be 80% opacity in gtk mode so you can see that it has shader effects, has no effect ingame
}
You won't see how transparant unless your ingame so you have to test frequently, gl.
If you put your shader images in textures/shaders/ then name this script file "Shaders.shader" Shaders = the folder name and .shader is the file extension.