Ok, this is a weird question, and I’m not sure it’s even for this forum. In RTCW, I want to prevent explosion marks from being created on all surfaces in the map. I have fog, which the default explosion decals do not work with. You will see non-fogged explosion marks. I don’t want to make a shader for almost every texture. Is there any way to do that for the map? I know it’s highly unlikely, but it’s worth asking. Hewster, can you change the shader for that in the WildWest code? It didn’t really bother me till now, but it looks like crape. 
Compile entire map with surfaceparm nomarks
Well, I’m not sure if this will work but…
First, if you create your own texture with a shader which has surfaceparm nomarks and surfaceparm nodraw. Then select all of your map, clone it, realign it with the rest of your map, and then cover the entire cloned map with the new texture.
As I say, i’m not sure if this will work because the marks may stay on the old map, but I suppose it’s worth a try if you have enough free brushes left… 
I think :q3map shaders are what you want… but I’ve never really understood how they work. Perhaps ydnar will happen upon this thread soon…
I think the :q3map shaders work as a compiler only shader. So you can have 2 shaders, one for runtime and one for compile time (the one marked with :q3map).
Couldn’t you create a large nomarks common shader and texture it onto a large brush that spans the size of your map? Not sure if nomarks can work as a volume or if it works per surface only.
the “nomarks”, is a surfaceparm which implies it only works on surfaces. But I could be wrong.
another option might be to create a duplicate of the original explosion mark tex, and make it invisible in game, either by changing its alpha channel to full black or if its an additive blend decal, ie .jpg then make the color channel all black… although a simpler way would be to alter the original shader so it is nodraw.
of course this would override the effect in other maps, so you could have this “feature” as a separate .pk3 which people moved in and out of the base folders when they wanted to use it.
Another option, I think, would be writing in your readme file,
“MY MAP IS FOR PRO ONLY!”
hmmm, it shouldn’t be that hard to hack q3map to add nomarks to every surface, or for that matter to hack it into the .bsp after the fact.
Q, can you explain what you mean? I assume your reffering to et pro, but how would that help?
heh… in my rtcw map i have rewritten all shaders that i have used outdoors and added “nomarks”
with wolffog the marks look really ugly (like black squares) :bash:
@MadJack, sorry.
I was asking him a serious question, that I would of liked an answer to, and partly as I the hoping that I was previously wrong about him, but judging by yet another unhelpful answer of his, Im not giving him the benefit of the doubt again, he [b]is[/b] a troll, and therefore isnt worthy of my attention beyond this post, which is the very last time I get tricked into feeding those damn things!
heh… in my rtcw map i have rewritten all shaders that i have used outdoors and added “nomarks”
so did that work? 