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Alpha / Transparency texture issue
https://sourceforge.net/p/fteqw/tickets/142/
bigfrags wrote on 2022-04-21:
This is a very minor issue could well be a configuration issue, but I'm hoping someone can help. There's some textures in some mods that aren't showing corrently in FTEQW compared to QS.
As you can see in the screenshots, in ad_tears, the text during the intro is missing its shadow, and the waterfall at the top looks incorrect.
In alk_tellus, the glass is the opposite, it's too faint.
Hopefully it's just a case of some command being set incorrect, but I'd apropos foo has come up dry.
4 Attachments
@Shpoike wrote on 2022-04-21:
the tears difference is because the 8bit textures have fullbrights while the replacements do not. FTE loads diffuse+fullbright textures separately (texture-based loading rather than material-based loading, yay for worker threads) thus doesn't disable 8bit fullbrights simply because there's a replacement diffuse texture. either disabling fullbrights or providing a black fullbright texture will 'fix' it. You'll see a similar issue in QS when you disable replacement textures, frankly you should blame the map's 8bit textures for that one.
I don't know why the akaline difference. maybe vkquake is ignoring texture alpha? could be as simple as vkquake ignoring lightmaps or the texture's external alpha? could be a premultiplied-vs-straight alpha thing, or even just a draw order difference in their batching code. I really have no idea.