Ok, If I really wasn't completely stumped I wouldn't be posting again. And yes I have read through the q3a manual and unless I missed something, it doesn't help this situation. I just want to do something simple, make a vines texture have a ladder parameter (for starters anyway).
(http://img532.imageshack.us/img532/5910/vines2.png)
Ok so I've got a tga version of this and here's to show that it's deffinitely on the map-
(http://img205.imageshack.us/img205/4182/texturegood.png)
So I've started with a lot of parameters and worked my way down to one parameter. I was tryin to limit the amount of bugs that could be causing it. Even with NO parameters it will still mess up. But if I comment out all the lines it works fine.
textures/*******_land/vines1
{
surfaceparam ladder
}
Now I know everything is in the correct location because when I compile this the vines textures shows up as "no-texture" (gray with illuminated white stripes), and I don't know how it could be a code error because I tried copying the caulk shader parameters into the vines1 texture- as well as others- and it still gave me the same problem. I've tried making the brush both structural and detail but that wasn't any good. What on earth is wrong with this?
It is surfaceparm, not surfaceparam.
A basic shader with texture and lightmap looks something like this:
textures/*/*
{
{
map $lightmap
rgbGen identity
}
{
map textures/*/*.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}(replace the * with whatever needed) You can add the surfaceparm ladder in there, tho usually if you want to make a ladder, you'd just make a surface/model/whatever with the required texture, and then put a thin brush in front of or around it, covered with common/ladder, which makes that brush an invisible ladder.
I think that was it- thanks man! :)