Semi-transparent alpha support for textures?

Gambit

Active member
Jun 25, 2023
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Kent, England
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?
 
You can't have have semi-transparent pixels but you can get semi-transparent textures by setting the alpha property on brush with classname = func_wall and then putting the texture on the brush.

The technique is described here but is not specific to ezquake. I just used that link because it has a screenshot.
 
Thanks for the reply. Yes, the alpha property is handy for textures like glass. What I was hoping for is true alpha channel support for more ornate fence textures, foliage, that sort of thing. It's kind of strange that Quake source ports don't support that, when most other source port games I've modded can handle it easily. Oh well, I've mostly moved on from Quake modding anyway, that post was from a year ago, but thank you for replying.