{
qer_editorimage textures/yourfolder/nameofyourtexture.tga
surfaceparm nodamage
}
with this you'll have to create multiple brushes, it would be easier to do it this way
lemme go through some stuff with you
with shaders the 1st set of open brackets { } are the brush properties the second are the visual properties
so in order for your shader to work
textures/bricks/brick50_4b //this is the name of the shader, it could be jeff or i/am/a/noob it doesnt matter
{ //brush properties
qer_editorimage textures/bricks/brick50_4b.tga //this is the editors image (seen my gtk radiant) its not completely necessary to add this
surfaceparm nodamage //this is the brush property which allows no damage to take place when you go to lemming on there
{ //visual properties
map textures/bricks/brick50_4b.tga //this is the texture that this script directs to ingame, if this is not added you'll get red/white/blue texture
} //end of visual properties
} //end of brush properties
now ALWAYS name your texture .tga (as recommended by alot of mappers)
this is because if it is .jpg then it will ONLY look for a .jpg
if it is .tga it will look for a .tga 1st, then if it cannot find one it will look for .jpg