Tremulous Forum
Media => Mapping Center => Topic started by: Jacques on August 24, 2008, 02:59:21 pm
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How do I make a slippery surface? So far I have built a simple brush, covered it with a snow texture, and then made and identical brush in the same space with the slick texture on it.
In game, the shader texture appears as a grey grid with white lines, and isn't slippery. I think (but I could be wrong) that this means that it's missing a valid .shader. But it was my understanding that the common set was included with tremulous. ( For example, I can use a trigger texture without adding any files to my .pk3)
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Im really not sure how to.
Ive asked but still have no clue :P
My guess would be you make the texture you want to be slippery and select the surface and apply slick to it, please correct me if im wrong i want to learn how to also :angel:
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Doesn't work. It appears as gray with white lines, like it doesn't know what the slick shader is.
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you sure that common.shader is working?
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I don't have to include it in my .pk3, do I?
I have a trigger texture in my map, which is from the common set, and it works fine.
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no you dont ;D
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It's really frusturating that this doesn't work, what am I doing wrong?
Does anyone have any idea?
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Im playing with GTK to try to get it to work, trying several things, but nothing.
Anyone got ideas? ???
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Write yourself a shader. It must include "surfaceparm slick" to make it slippery. The example shader below will appear as an ordinary texture in-game but will be slippery.
textures/mymap/mytexture_slick
{
qer_editorimage textures/mymap/mytexture.jpg
surfaceparm slick
{
map textures/mymap/mytexture.jpg
}
{
map $lightmap
blendfunc filter
}
}
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So what do I name it, and where do I put it in my pk3?
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make a new file, put the stuff theat Taiyo.uk gave you, replace the parts that say "mymap", "mytexture_slick", and "mytexture.jpg" so that it matches your case.
save the file as mymap.shader (of course replace mymap with your map name =P)
it should go in:
D:\program files\tremulous\base\scripts\ (that is the case if you are using windows, im going to guess you are using it since you didnt provide enough info =P)
You also need to modify the file shaderlist.txt so that it also includes your new shader. that file is located in the same directory.
About the pk3 part, you only do it at the very end, if you run into problems, delete your current map pk3 and devmap using:
/sv_pure 0
/devmap mymapname
Only pk3 it at the very end, it will save you from other problems.
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Didn't work. My character walks through it in game. In the texture browser, it has a white line around it. My experience with white lines is that they make whatever they texture non-solid. Since I just walk through it, instead of in it, isn't slippery.
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the only way that a player could walk through it would be if there was a surfaceparm nonsolid somewhere in the shader file...
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Ok, I was wrong. My bad, I didn't have any lights in the area.
Moving past my stupidity, it doesn't work. The gray box with the white grid still appears. And it still isn't slippery.
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Ok, I had forgotten to add the .jpg in the .shader. I did, and now the ice texture shows. But it isn't slippery.
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tried what you said and it didnt work @_@
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Yea, can someone please help us? I can see the ice, but it isn't slippery. I followed your instructions exactly.
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Some one has to know why it isn't slippery?
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Did you recompile your map after changing the shader? Any alteration to a surfaceparm (or anything in a shader headed by "q3map") requires a recompile to take affect.
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Yes, I have recompiled. I'm so frusturated, I can't figure out what I'm doing wrong.