g_watermark — set server watermark used for client display
g_watermark [ "image" | "shader" ]
g_watermark
sets the sever watermark used for client display.
An empty value "" will disable watermarking.
Watermarks can be either an image or a shader.
An image is either in .tga or .jpg format.
A .tga file is useful when alpha-channels for transparency effects are desired,
(as long as you save them as 32-bit targa format).
A shader gives many more advanced options. An example shader:
// shader name
watermark/bluecherry/bc
{
nocompress
nomipmaps
nopicmip
{
// image filename
map watermark/bluecherry/bc.tga
blendFunc blend
rgbGen vertex
alphaGen vertex
}
}
Of course, replace bluecherry/bc.tga with your actual file name.
When you set a watermark, the game will requires that it be placed in the watermark/
subdirectory. For example, g_watermark “clanfu.jpg” will attempt to load
watermark/clanfu.jpg. Make sure you remember this when you make your .pk3.
For more information on using watermarks, check out Rain's post on ETPro forums.