Author Topic: Shaders (Round 2)  (Read 2611 times)

MrFish

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Shaders (Round 2)
« on: May 21, 2010, 01:09:04 pm »
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).



Ok so I've got a tga version of this and here's to show that it's deffinitely on the map-



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.

Code: [Select]
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?

UniqPhoeniX

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Re: Shaders (Round 2)
« Reply #1 on: May 21, 2010, 02:20:08 pm »
It is surfaceparm, not surfaceparam.
A basic shader with texture and lightmap looks something like this:
Code: [Select]
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.

MrFish

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Re: Shaders (Round 2)
« Reply #2 on: May 21, 2010, 11:19:25 pm »
I think that was it- thanks man!   :)