Shaders are living in your SCRIPTS Folder.
You just need one Shader for your Map with all Informations in it…
For Example i post the Shader of my Deathrun Map.
If you want to put some Informations in your Shader….you have to put 2
// before it!!!
Same if you want to disable a line…like this….
- Code:
-
textures/Deathrun_kas/13:q3map
{
surfaceparm slick
// surfaceparm nodamage
}
Now just the slick line is working…nodamage is disabled!!!
Here my Deathrun Map Shader:
- Code:
-
////////////////////////////////////////
///Slick/Walls///
////////////////////////////////////////
textures/Deathrun_kas/13:q3map
{
surfaceparm slick
}
textures/Deathrun_kas/21_s:q3map
{
surfaceparm slick
}
textures/Deathrun_kas/22_s:q3map
{
surfaceparm slick
}
textures/Deathrun_kas_lights/34_s:q3map
{
surfaceparm slick
}
////////////////////////////////////////
///camera///
////////////////////////////////////////
textures/Deathrun_kas_extras/camera
{
qer_editorimage textures/Deathrun_kas_extras/camera.tga
surfaceparm playerclip
surfaceparm nolightmap
portal
{
tcMod turb 0 0.25 0 0.05
map textures/Deathrun_kas_extras/camera.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
alphaGen portal 2048
}
}
///////////////////////////////////////
///LAVA///
///////////////////////////////////////
textures/Deathrun_kas_extras/lava
{
qer_editorimage textures/Deathrun_kas_extras/lava/protolava.tga
qer_nocarve
q3map_globaltexture
surfaceparm trans
surfaceparm noimpact
surfaceparm lava
surfaceparm nolightmap
q3map_surfacelight 300
q3map_tesssize 96
cull disable
{
map textures/Deathrun_kas_extras/lava/protolava.tga
tcmod scale 0.10 0.10
tcmod scroll 0.04 0.03
tcMod turb 0 0.02 0 0.01
blendFunc gl_one gl_zero
rgbGen identity
}
{
map textures/Deathrun_kas_extras/lava/lavahell.jpg
blendfunc blend
tcMod turb 0 0.15 0 0.1
}
}
textures/Deathrun_kas_extras/lavacaulk
{
qer_editorimage textures/Deathrun_kas_extras/lavacaulk.jpg
qer_trans 0.5
qer_nocarve
surfaceparm trans
surfaceparm noimpact
surfaceparm lava
surfaceparm nodraw
surfaceparm nolightmap
}
///////////////////////////////////////
///GLASS///
///////////////////////////////////////
textures/Deathrun_kas_extras/glass
{
qer_editorimage textures/Deathrun_kas_extras/glass.tga
qer_trans .5
surfaceparm trans
surfaceparm glass
cull disable
{
map textures/Deathrun_kas_extras/tinfxkas.tga
tcgen environment
blendFunc gl_one gl_one
rgbGen identity
}
{
map $lightmap
blendFunc gl_zero gl_one
rgbGen identity
}
}
textures/Deathrun_kas_extras/glass1
{
qer_editorimage textures/Deathrun_kas_extras/glass1.tga
qer_trans .5
surfaceparm trans
surfaceparm glass
cull disable
{
map textures/Deathrun_kas_extras/tinfxkas.tga
tcgen environment
blendFunc gl_one gl_one
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc filter
}
}
///////////////////////////////////////
///ROT/GRUEN///
///////////////////////////////////////
textures/Deathrun_kas_extras/rot
{
qer_editorimage textures/Deathrun_kas_extras/rot/8.tga
q3map_surfacelight 500
q3map_tesssize 96
surfaceparm nomarks
surfaceparm nodamage
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_extras/rot/8.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/Deathrun_kas_extras/rot/rot2.tga
blendfunc GL_ONE GL_ONE
// rgbGen wave square 0.5 0.5 0 1.1
}
}
textures/Deathrun_kas_extras/gruen
{
qer_editorimage textures/Deathrun_kas_extras/gruen/8.tga
q3map_surfacelight 500
surfaceparm nomarks
surfaceparm nodamage
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_extras/gruen/8.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/Deathrun_kas_extras/gruen/gruen2.tga
blendfunc GL_ONE GL_ONE
}
}
///////////////////////////////////////
///PARTICLES///
///////////////////////////////////////
textures/Deathrun_kas_extras/lavaparticles1
{
qer_editorimage textures/Deathrun_kas_extras/p1.jpg
surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nodamage
surfaceparm nolightmap
nopicmip
qer_trans .5
cull none
deformVertexes bulge 128 1 2
{
map textures/Deathrun_kas_extras/p1.jpg
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen vertex
tcMod Scroll 0 .04
}
}
textures/Deathrun_kas_extras/lavaparticles2
{
qer_editorimage textures/Deathrun_kas_extras/p2.jpg
surfaceparm trans
surfaceparm nomarks
surfaceparm nodamage
surfaceparm nonsolid
surfaceparm nolightmap
nopicmip
qer_trans .5
cull none
deformVertexes bulge 128 1 2
{
map textures/Deathrun_kas_extras/p2.jpg
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen vertex
tcMod Scroll -0.03 .05
}
}
textures/Deathrun_kas_extras/lavaparticles3
{
qer_editorimage textures/Deathrun_kas_extras/p3.jpg
surfaceparm trans
surfaceparm nodamage
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nolightmap
nopicmip
qer_trans .5
cull none
deformVertexes bulge 128 1 2
{
map textures/Deathrun_kas_extras/p3.jpg
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen vertex
tcMod Scroll 0 0.3
}
}
///////////////////////////////////////
///LADDER///
///////////////////////////////////////
textures/Deathrun_kas_extras/ladderclip
{
qer_editorimage textures/Deathrun_kas_extras/ladderclip.tga
qer_trans 0.40
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm noimpact
surfaceparm ladder
surfaceparm trans
}
///////////////////////////////////////
///LIGHTS///
///////////////////////////////////////
textures/Deathrun_kas_lights/spot
{
qer_editorimage textures/Deathrun_kas_lights/l1.tga
q3map_surfacelight 8000
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l1.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l1_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/deckenleuchte
{
qer_editorimage textures/Deathrun_kas_lights/l2.tga
q3map_surfacelight 8500
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l2.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l2_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/deckenleuchteklein
{
qer_editorimage textures/Deathrun_kas_lights/l3.tga
q3map_surfacelight 4000
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l3.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l3_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/anch
{
qer_editorimage textures/Deathrun_kas_lights/l4.tga
q3map_surfacelight 2500
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l4.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l4_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/kas
{
qer_editorimage textures/Deathrun_kas_lights/l5.tga
q3map_surfacelight 1000
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l5.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l5_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/skarabaeus
{
qer_editorimage textures/Deathrun_kas_lights/l6.tga
q3map_surfacelight 2500
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l6.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l6_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/deckenleuchtebreit
{
qer_editorimage textures/Deathrun_kas_lights/l7.tga
q3map_surfacelight 3000
{
map $lightmap
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l7.tga
blendFunc GL_DST_COLOR GL_ZERO
//blendFunc blend
rgbGen identity
}
{
map textures/Deathrun_kas_lights/l7_b.tga
blendfunc GL_ONE GL_ONE
}
}
textures/Deathrun_kas_lights/lichtrot
{
deformVertexes autoSprite
surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm noimpact
surfaceparm nolightmap
cull none
{
map textures/Deathrun_kas_lights/lichtrot.jpg
blendFunc GL_ONE GL_ONE
}
}
If you making a new Shader its
IMPORTANT to edit your
Shaderlist.txt file.
So if your Shader calls
test.shader… you write test in your Shaderlist…
EXAMPLE: there are 3 shaders active…test, ladder and water!!!
- Code:
-
//********************
//*****Shaderlist*****
//********************
test
ladder
water