Author Topic: Shaders for Weapons  (Read 4610 times)

TinMan

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Shaders for Weapons
« on: July 02, 2007, 03:00:11 am »
Any way to make the weapons show up translucent?
My attempts based off of quake 3's "glassrl" have all phailed. lawl
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Paradox

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Shaders for Weapons
« Reply #1 on: July 02, 2007, 04:56:22 am »
Edit the md3

∧OMG ENTROPY∧

TinMan

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Shaders for Weapons
« Reply #2 on: July 02, 2007, 04:59:06 am »
No, I know that you don't have to...and that wouldn't make sense.
Here's the glassrl that I'm talking about: http://www.overdrivepc.com/forum/showthread.php?t=8658
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

.f0rqu3

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Shaders for Weapons
« Reply #3 on: July 02, 2007, 11:54:58 am »
there is no translucency but transparency
check the "under construction" shader

TinMan

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    • http://neonpulse.net
Shaders for Weapons
« Reply #4 on: July 02, 2007, 05:16:03 pm »
Check it where? XD
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg