<hk> wrote:Isn't slick a shader thing? Maybe it evaluates the texture parameters on runtime. That would mean you may have accidentally deleted the shaderfile. Shaders can be in other pk3s, too.
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.
}
// Obsidian: Local hint works like normal hint but doesn't create portals beyond local structural brushes. Experimental, use with caution.
textures/common/hintlocal
{
qer_nocarve
qer_trans 0.30
qer_editorImage textures/common/hintlocal.tga
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
}
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 nodraw
surfaceparm nolightmap
surfaceparm nonsolid
}
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
}
//******************************************************************************
// Obsidian 2007-08-24 (update 2010-12-03)
// Q3Map2 "common" shaders
//******************************************************************************
// ydnar: antiportal works like hint, but supresses portals
// add this to your common.shader file
textures/common/antiportal
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm antiportal
}
// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits
// use on sides of hint brushes where you don't want bsp splits or portals
// add this to your common.shader file
textures/common/skip
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}
// Obsidian: same as skip but name changed to allow Radiant to filter both hint and skip
textures/common/hintskip
{
qer_nocarve
qer_trans 0.30
qer_editorImage textures/common/skip.tga
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}
// Obsidian: 2 usages for watercaulk depending on water brush complexity
// SIMPLE WATER BRUSHES - use watercaulk on faces between water brushes
// COMPLEX WATER BRUSHES - overlap complex water brushes with watercaulk.
// Water shader should be nodraw, nonsolid, trans, *sans-water*
textures/common/watercaulk
{
qer_trans 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
}
textures/common/slimecaulk
{
qer_trans 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm slime
}
textures/common/lavacaulk
{
qer_trans 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm lava
}
// alpha fade shaders
// (c) 2004 randy reddig
// http://www.shaderlab.com
// distribution, in part or in whole, in any medium, permitted
textures/common/alpha_100
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 1.0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_75
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.75
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_50
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_25
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.25
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_0
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
TittenIgnition wrote:It happens to me on my terrain maps that if I make everything slick, sometimes when I cross over from one brush to another, I will gain friction - the ground is no longer slick. Only the edges of the brushes, which makes sense, but still sucks.
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