Are there any source ports that respect the alpha channel of external textures?
I've noticed that if I use external TGAs or PNGs with a complex alpha channel containing semi-transparent pixels, these aren't respected and Quake just renders a 1 bit alpha instead, creating hard edges.
I'd love to use slightly better textures with full alpha for a project I'm working on, but it seems it's not possible?
I've noticed that if I use external TGAs or PNGs with a complex alpha channel containing semi-transparent pixels, these aren't respected and Quake just renders a 1 bit alpha instead, creating hard edges.
I'd love to use slightly better textures with full alpha for a project I'm working on, but it seems it's not possible?