Yeah, cool. I think a shader manual for rend2 is a VERY good idea as I have no idea how to use any new shader commands aside from the normalmap ones. For example, cubemaps, distortion shaders e.t.c Also, when it says..."alpha channel" for normalparralaxmaps....how does that work exactly?
Ive scaled it properly now, started adding walls, more candles, sorted glow, added some attempt at god rays, amended contrast of mural, improved tris count of the banner. Also kyle in shot for scaling. Video first:
And in qeffects:
No worries, that shader is hardly proprietary to me anyway really Also, mine says "GTK" Radiant when it starts up. If I see GTK, I know what it is, even if the generic program name for idtech3 is a radiant level editor
Just have the brush your portal texture is on set as a func_useable. Then set up 5 more func_useables with camera connections (thats 6 sets of each entity ex.useables in total so 18 entities) for each of your 6 views. Then you can simply swap between them using triggers and or script. Or, if you like scripting you could feasibly change the target of the cameras to different target positions via script without needing so many entities.
I suspect nobody has read it who knows the answer. I dont So you want a vehicle class that has animations, weapons but no shield? Isnt there an ATST class somewhere that can be killed like in JK2? (Or was that heavy weapons only...)