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Can someone help me with gtk radiant (common.shader & pictures) Rate Topic: -----

#1 User is offline   DuTchEr95 Icon

  • Account: dutcher95
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Posted 11 August 2009 - 03:39 PM

hey i have gtk radiant 1.5 and need the common.shader file and the pictures for them
i have googled the whole google but no succes... i thought someon could put the text here or let me download the common.shader file
and send me the pictures...
thanks

PS: i'm new with gtk radiant and on the forum

#2 User is offline   Hayame Icon

  • Account: hayame
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Posted 11 August 2009 - 03:41 PM

http://www.filefront...ommon-spog.pk3/


there ye go.


^prolly not the one, but it includes the textures.

#3 User is offline   DuTchEr95 Icon

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Posted 11 August 2009 - 03:50 PM

Quote

http://www.filefront...ommon-spog.pk3/


there ye go.


^prolly not the one, but it includes the textures.



thank you but,
are these the textures for urban terror ??
i don't see ladderclip. and are these all the textures ?

#4 User is offline   Hayame Icon

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Posted 11 August 2009 - 04:06 PM

Quote

thank you but,
are these the textures for urban terror ??
i don't see ladderclip. and are these all the textures ?


Not textures, shaders.


For ladder :

textures/---/ladderclip
{
        qer_trans 0.40
	qer_editor_image textures/---/ladderclip.jpg 
        surfaceparm nolightmap
        surfaceparm nomarks
        surfaceparm nodraw
        surfaceparm nonsolid
        surfaceparm playerclip
        surfaceparm noimpact
        surfaceparm ladder
	surfaceparm trans
}


#5 User is offline   DuTchEr95 Icon

  • Account: dutcher95
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Posted 11 August 2009 - 04:23 PM

Quote

Not textures, shaders.


For ladder :

textures/---/ladderclip
{
        qer_trans 0.40
	qer_editor_image textures/---/ladderclip.jpg 
        surfaceparm nolightmap
        surfaceparm nomarks
        surfaceparm nodraw
        surfaceparm nonsolid
        surfaceparm playerclip
        surfaceparm noimpact
        surfaceparm ladder
	surfaceparm trans
}


what you mean not textures, shaders? you just said you gave me the textures...

ok this is weird
let me explain what i want....
i want all the code that is in the common.shader
and i want all the textures ....
and you just gave me a file with all the textures so now i need only the common.shader code okay?

ps: can you please tell me everytime, where to put everything

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#6 User is offline   Hayame Icon

  • Account: hayame
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Posted 11 August 2009 - 07:22 PM


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
}



#7 User is offline   H3NRY Icon

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Posted 11 August 2009 - 08:07 PM

i will make a simple, non thought out tutorial video.  if you need one for anything else mapping related i will make one. ( and i mean one that i have not thought out and planed so it will probably be very stuttered and clambering around in the dark trying to tell you what to do lol)


side note, have been up over 22 hours when i mae the video so, yeah lol, i think you can tell

#8 User is offline   lee (old) Icon

  • Joined: 26-April 08
  • Posts: 826

Posted 12 August 2009 - 02:38 AM

http://forums.urbant...ic,13856.0.html

go to that link as it will help you :) under caulk there is a link that gives you what you need. to try to solve your confusion, the textures really are just visual place holders for you to use in radiant (you do need them though) you cant see any of the common "shaders" in game, since they are just code that produce an effect on the surface, like nodamage or making it slick.

the ladder clip can be found in a few folders in the zpack.

#9 User is offline   DuTchEr95 Icon

  • Account: dutcher95
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  • Posts: 508

Posted 12 August 2009 - 08:41 AM

Quote

i will make a simple, non thought out tutorial video.  if you need one for anything else mapping related i will make one. ( and i mean one that i have not thought out and planed so it will probably be very stuttered and clambering around in the dark trying to tell you what to do lol)


side note, have been up over 22 hours when i mae the video so, yeah lol, i think you can tell

it? cool of you but i already knew that... i got urbanterror.def and shaderlist.txt and common-spog.pk3 but not common.shader ... can you please give me the link to that

#10 User is offline   DuTchEr95 Icon

  • Account: dutcher95
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  • Joined: 14-May 10
  • Posts: 508

Posted 12 August 2009 - 08:45 AM

Quote

http://forums.urbant...ic,13856.0.html

go to that link as it will help you :) under caulk there is a link that gives you what you need. to try to solve your confusion, the textures really are just visual place holders for you to use in radiant (you do need them though) you cant see any of the common "shaders" in game, since they are just code that produce an effect on the surface, like nodamage or making it slick.

the ladder clip can be found in a few folders in the zpack.

so it doesn't matter if you got textures or not for it, it still works without textures if you have common.shader ???
btw the link got something with security (sorry for my english)

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