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KAS
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Posts : 505
Join date : 2011-08-20
Location : Germany/Bosnia

PostSubject: common Textures + Shader   Tue Sep 27, 2011 10:03 pm

common Textures Download: --->Download here<---

common Shader:
Quote :
textures/common/areaportal
{
qer_trans 0.50
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm nomarks
surfaceparm areaportal
}

textures/common/caulk
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}

textures/common/clip
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
surfaceparm playerclip
}

textures/common/clusterportal
{
qer_trans 0.50
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm clusterportal
}

textures/common/cushion
{
qer_nocarve
qer_trans 0.50
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm trans
surfaceparm nomarks
surfaceparm nodamage
}

textures/common/donotenter
{
qer_trans 0.50
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm donotenter
}


// never used
//
//textures/common/energypad
//{
// qer_editorimage textures/sfx/bluegoal.tga
// surfaceparm nolightmap
// cull twosided
// {
// map textures//bluegoal.tga
// blendFunc GL_ONE GL_SRC_ALPHA
// tcGen environment
// tcMod turb 0 0.25 0 0.05
// }
//}

textures/common/full_clip // silly shader, use weapclip instead
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm playerclip
}

textures/common/hint // should NOT use surfaceparm hint.. strange but true
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm hint // ydnar: yes it should.
}

textures/common/invisible // solid, transparent polygons, casts shadows
{
surfaceparm nolightmap
{
map textures/common/invisible.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
}

textures/common/mirror1
{
qer_editorimage textures/common/mirror1.tga
surfaceparm nolightmap
portal

{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}



}

textures/common/mirror2
{
qer_editorimage textures/common/qer_mirror.tga
surfaceparm nolightmap
portal
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
{
map textures/sfx/mirror.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
}

}

textures/common/missileclip
{
qer_trans 0.40
surfaceparm nodamage
surfaceparm nomarks
surfaceparm nodraw
//surfaceparm nonsolid
surfaceparm playerclip
surfaceparm trans
}

textures/common/nodraw
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
}

textures/common/nodrawnonsolid
{
surfaceparm nonsolid
surfaceparm nolightmap
surfaceparm nodraw
}

textures/common/nodrop
{
qer_nocarve
qer_trans 0.5
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm nodrop
}


textures/common/noimpact
{
qer_editorimage textures/common/nolightmap.tga
surfaceparm noimpact
}

textures/common/nolightmap
{
surfaceparm nolightmap
}

textures/common/origin
{
qer_nocarve
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm origin
}

textures/common/portal
{
qer_editorimage textures/common/qer_portal.tga
surfaceparm nolightmap
portal
{
map textures/common/mirror1.tga
tcMod turb 0 0.25 0 0.05
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite

}
}

textures/common/slick
{
qer_trans 0.50
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm trans
surfaceparm slick
}

textures/common/terrain
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}

textures/common/terrain2
{
q3map_terrain
qer_editorimage textures/common/terrain.tga
surfaceparm dust
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nolightmap
}

textures/common/timportal
{
qer_editorimage textures/common/qer_portal.tga
portal
surfaceparm nolightmap
{
map textures/common/portal.tga
tcMod turb 0 0.25 0 0.05
blendFunc GL_ONE GL_SRC_ALPHA
depthWrite
}
}

textures/common/trigger
{
qer_trans 0.50
qer_nocarve
surfaceparm nodraw
}

textures/common/weapclip
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm trans
surfaceparm nomarks
}

textures/common/metalclip
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
surfaceparm playerclip
surfaceparm metalsteps
}

textures/common/botclip
{
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
surfaceparm botclip
}

//
// ydnar q3map lightgrid bounds
//
// the min/max bounds of brushes with this shader in a map
// will define the bounds of the map's lightgrid (model lighting)
// note: make it as small as possible around player space
// to minimize bsp size and compile time
//

textures/common/lightgrid
{
qer_trans 0.5
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm detail
surfaceparm nomarks
surfaceparm trans
surfaceparm lightgrid
}
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Laggi

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Age : 31
Location : Japan

PostSubject: Re: common Textures + Shader   Tue Jan 31, 2012 5:21 am

Textures - ok, but how radiant use shaders? I took this common, i want to use Cushion, but what to do with shaders? Where to put this text?

Also another question. If i want to use Cushion and my own Textures. If first choose Cushion, then my own will it work?
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Laggi

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PostSubject: Re: common Textures + Shader   Tue Jan 31, 2012 5:36 am

I think i got it. /scripts/common.shader right?
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KAS
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PostSubject: Re: common Textures + Shader   Tue Jan 31, 2012 5:45 am

Yea right!
You have to make your texture on a brush and need anoter thiny Brush with the Cushion Texture on it!
But there is a other better way to make a Texture nodamage or slick with a simple Shader!!!
Right now im on my phone...i will make later a Tutorial for that!!!
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Laggi

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PostSubject: Re: common Textures + Shader   Wed Feb 01, 2012 12:40 am

If i use common textures i should later put common.shader in /script in .pak file?
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PostSubject: Re: common Textures + Shader   Wed Feb 01, 2012 1:58 am

Just save the common.shader in your scripts Folder!!!
If you using common textures for your map....you have to put it also in your .pk3
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