obihb wrote: |
I didn't download this to take a look but just taking a stab here. Maybe your lightsource is inside the mesh?. |
Code: |
material models/items/flashlight/flare { translucent deform sprite { blend add map models/items/flashlight/flare.tga } } material models/items/flashlight/beam1 { translucent deform tube { maskcolor map makealpha(models/items/flashlight/beam1.tga) // scroll time * 3 , time * 0 forcehighquality } { blend gl_dst_alpha, gl_one maskalpha map models/items/flashlight/dust scale 4 , 4 rotate time * -.02 scroll time * .001 , time * .001 } } material models/items/flashlight/flare2 { translucent deform sprite { blend add map models/items/flashlight/flare2.tga } } material models/items/flashlight/beam2 { translucent deform tube { maskcolor map makealpha(models/items/flashlight/beam1.tga) // scroll time * 3 , time * 0 forcehighquality } { blend gl_dst_alpha, gl_one maskalpha map models/items/flashlight/dust scale 4 , 4 rotate time * -.02 scroll time * .001 , time * .001 } } material models/items/flashlight/bulb { translucent { blend add map models/items/flashlight/bulb.tga } } |
obihb wrote: |
I didn't download this to take a look but just taking a stab here. Maybe your lightsource is inside the mesh?. |
Code: |
material models/items/flashlight/flare { translucent deform sprite { blend add map models/items/flashlight/flare.tga } } material models/items/flashlight/beam1 { translucent deform tube { maskcolor map makealpha(models/items/flashlight/beam1.tga) // scroll time * 3 , time * 0 forcehighquality } { blend gl_dst_alpha, gl_one maskalpha map models/items/flashlight/dust scale 4 , 4 rotate time * -.02 scroll time * .001 , time * .001 } } material models/items/flashlight/flare2 { translucent deform sprite { blend add map models/items/flashlight/flare2.tga } } material models/items/flashlight/beam2 { translucent deform tube { maskcolor map makealpha(models/items/flashlight/beam1.tga) // scroll time * 3 , time * 0 forcehighquality } { blend gl_dst_alpha, gl_one maskalpha map models/items/flashlight/dust scale 4 , 4 rotate time * -.02 scroll time * .001 , time * .001 } } material models/items/flashlight/bulb { translucent { blend add map models/items/flashlight/bulb.tga } } |