Author Topic: targetShaderName and targetShaderNewName  (Read 2489 times)

seeeker

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targetShaderName and targetShaderNewName
« on: April 18, 2008, 09:10:02 am »
Can those be used in trem?, i found them on the q3map2 shader manual:
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/apA.html

I would assume that it is possible, but I cant manage to make it even remotely work

This is what I have (for testing purposes):

[func_button]
"targetShaderName" "textures/dryout/dig_set1_a"
"targetShaderNewName" "textures/dryout/dig_set1_b"

I have also applied the texture "dryout/dig_set1_a" to a side of a brush. When the map loads in-game there are no apparent errors, a letter a appears (as expected), now when i press the button (once button reaches bottom) trem crashes.
thanks
The effect I am after is changing a series of digits. there is a whole mechanism working behind it, i just need to visually output whats going on, the only thing that i need is to change the shader by using those keys

anyone tried those keys before? anyone has any ideas on how to solve that?

Amtie

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Re: targetShaderName and targetShaderNewName
« Reply #1 on: April 18, 2008, 03:30:12 pm »
You could use func trains maybe. Although that seems extremely complex...
Meow.

Can an admin set my name to Amtie please?