If its one a mover it needs to be in there goober, but not for liquids.
OK.. I got it working.. phew!
Simply create your textures with the desired alpha setting depending on how transparent you want it.
You need at least two images so you can create a VBM.
Use makevbm with the 4444 format.
Create an airbrush somewhere in your map that doesn't get used for anything else and texture it with your new vbm and that's all there is to it. Just use you new texture in your liquid room effect just like the default one. The only thing is you won't see it until you actually play the map. They won't render in the editor's free look window... at least not for me.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx
DVL_IAC
Posted 11th Feb 2006 1:46am
L4Y Member Post 662 / 1417
Quoting LordSeafood
It will work with VBMs but im not sure about a .tga file
tga works.
Quoting goober
To have any transparency on a VBM at all you have to add it to maps3.vpp
no.. you just have to make shure it ends up in your map vpp after you create packfile and when you play ingame there'll be transparency if your vbm has transparency.. no need to add it to any default rf vpp's unless you want to be able to see it in the editor insted of just default texture...
no.. I did a test before I posted. I made a vbm with transparency, made it my water room effect texture, stuck it also on a wall so it gets automatically added to the vpp, tested map and there was transparency on it. I didn't have to touch any of the default RF vpp's.