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Why Doesn't My Custom Shader Work? (full Details Inside On Problem)


jkentmarsh

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so far Ive gotten everything else to work in my map but one thing...im trying to use a forcefield shader from in the game and make a custom shader out of it.

 

I have both the "enrgy.tga" and the "lightning3.jpg" in my textures folder "base/textures/DOTF"

 

In the shader folder I have edited the "shaderlist.txt" and typed DOTF on one of the lines, plus I have edited my own shader file called "dotf" (w/extension ".shader") , which is printed below.

(This text below was cut and copied from the "conduit_field" shader from the "doomgiver" shaders

 

My shader file text looks like this:

 

textures/dotf/lightning3

{

qer_editorimage textures/dotf/lightning3

surfaceparm nomarks

surfaceparm forcefield

q3map_nolightmap

{

map textures/dotf/enrgy1

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.1 0.1 0 5

tcMod scroll 0 -3

tcMod scale 4 1

}

{

map textures/dotf/enrgy1

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.1 0.1 0.3 4

tcMod scroll 0 0.5

tcMod scale 2 1

}

{

map textures/dotf/lightning3

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.1 0.5 0.7 5

tcMod scroll 5 0

tcMod stretch sin 0 0.5 0 5

tcMod scale 2 2

}

{

map textures/dotf/enrgy1

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.25 0.1 0 10

tcMod scroll 0 3

tcMod scale 4 1

}

{

map textures/dotf/enrgy1

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.1 0.1 -0.3 4

tcMod scroll 0 -0.5

tcMod scale 2 1

}

}

 

 

 

 

What am I doing wrong here...I compile everything and put it in pk3 format and I get nothing...does anyone know the step by step way of making a custom shader and savingand compiling it correctly in the pk3 so it can be used in the map. All my folders paths are correct so I don't understand why it doesnt work. I would really appreciate any help. Thanks.

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