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
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Can someone help me with gtk radiant (common.shader & pictures)
#2
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.
there ye go.
^prolly not the one, but it includes the textures.
#3
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.
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
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 ?
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
Posted 11 August 2009 - 04:23 PM
Quote
Not textures, shaders.
For ladder :
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
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
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
side note, have been up over 22 hours when i mae the video so, yeah lol, i think you can tell
#8
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.
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
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
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
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.
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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