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Add page on Alpha Transparency
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@ -32,7 +32,7 @@ At this current moment, no marked-stable builds of Nazi Zombies: Portable are ma
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## Core Documentation
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Core documents contain information about Nazi Zombies: Portable's internal design. They are not specifically relevant to custom content creators, though overlap will be present for map features that interact with NZ:P's QuakeC.
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Core documents contain information about Nazi Zombies: Portable's internal design. They may not be specifically relevant to custom content creators, though overlap will be present for map features that interact with NZ:P's QuakeC or for specialty features.
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- [Dedicated Server](../internal/dedicated-server.md)
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- [Weapon IDs](../internal/weapon-ids.md)
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- [External References](../mapping/external-references.md)
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- [Customizing Mystery Box Weapons](../mapping/mbox2-format.md)
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- [Advanced Model Exporting](../mapping/model-exporting.md)
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- [Model Alpha Transparency](../mapping/alpha-transparency.md)
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### Map Entities
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- [Barricades](../mapping/barricades.md)
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% Model Alpha Transparency - NZ:P Mapping Documentation
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# Model Alpha Transparency
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## Introduction
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![The Mystery Box Glow is a model using Alpha Transparency](../res/images/mystery_glow.webp)
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_Nazi Zombies: Portable_ has it's own unique method of enabling alpha blending for models, equivalent to the `GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA` OpenGL blend mode. This process is supported by all platforms and the set up is identical for all of them.
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## Texture Format
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![The Mystery Box Glow texture in GIMP](../res/images/mystery_glow_gimp.webp)
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`.TGA` formated textures are the only ones supported for this method, and they can safely be exported as 32 bit RGBA.
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## Naming Convention
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![The Mystery Box Glow file name](../res/images/alpha_texture_spec.webp)
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The texture follows the same naming convention as standard Quake external textures. That being `model/path/your_model.mdl_<skin_index>.tga`. However, the model name itself has a unique identifier. The last character of the name (*before* the file extension) must be `$`. What this does internally is redirect the model renderer to a different pipeline that sets the given blend modes on non-FTE, and creates a Quake III shader inside of FTE in the `scripts/` path on first launch.
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