Name

g_watermark — set server watermark used for client display

Synopsis

g_watermark [ "image" | "shader" ]

Default

g_watermark "jaymod"

Description

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.

See Also

g_watermarkFadeAfter(cvar), g_watermarkFadeTime(cvar)