^^^ That is in CS5 but it's still pretty similar for older versions of PSP.
So when you have your TGA image sorted out with an alpha, then you'll want to write a shader for it using alphaFunc stage directives:
q3map2.robotrenega...directives.html
A good example is textures/base_floor/techfloor2 in base_floor.shader.
Also have improved image saving - function Save (as) can save only native gimp format XCF, for the saving in other formats use function Export (to)... However exporting isn't fully done yet, for example you cannot make animated GIF, because of lackess of the GIF options (including animation options).
I was unsucessful in my first attempts to create a map because I had no f*cking clue as to how to create a skybox. It was over my head.
After the shader file creation with Q3ASE I'll always edit the shader for some unexpected issues (like wrong shader name), also have to optimize the code (decimal number don't need the zero before dot, Q3ASE always adds it - think about potential issue)...
@CZghost Yeah, they need an update to remove that.
Edited 1.32 minutes after the original posting.
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