I've been making some animated blood sprites for both teams.
This is my first encounter with the Trem particle system. I quite like it, but some things are eluding me.
For example, this gives me my alpha blended textures as the correct animation, but it bleeds through occluders.
shader sync gfx/blood/greenblood03frame01.tga gfx/blood/greenblood03frame02.tga gfx/blood/greenblood03frame03.tga gfx/blood/greenblood03frame04.tga gfx/blood/greenblood03frame05.tga gfx/blood/greenblood03frame06.tga gfx/blood/greenblood03frame07.tga
Now I don't understand how I'm supposed to define the shaders, do I need to have a .shader file for each image?
Does the .particle refer to a .shader with the same name? Some .particle files refer to certain shaders without a filepath (eg. flame1), how does the engine know what it's supposed to get? Is it hardcoded in the source? The manual doesn't tell me anything about that.
For the depth reads/writes, do I need to do this explicitly in the shader, or is there some flag or limitation I need to know of?