by Spike » Mon Jul 27, 2009 8:38 am
you need to disable culling for that polygon.
cos glquake only draws one side of it.
If you're using an engine that supports q3 shaders, you can set the axe as a separate (md3?) surface and disable culling individually. You can also set the wings+axe to be alpha tested or blended... or both.
On the other hand, the generic way to fix that is to add an extra polygon facing the other way, but you may want to be lazy and set gl_cull 0. Which is really lame, and it won't fix the huge blocks of blackness.
Basically the engine assumes that its a fully enclosed, fully solid model. With original glquake there is no way to tell it otherwise.
With DP+FTE you can use a q3 shader to fix it. With other custom engines you might be able to set .alpha to 0.99 or something high that isn't quite 1 in order to encourage it to blend away the blackness.
gl_cull will affect how every model is drawn, of course. Not just yours.
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