Some lessons are learn the hard way 
Hewster
I have some questions to this shader.
First of all, I´m not an expert in shaders.
So could u please explain me, where in this shader I have to put in which color value.
for example:
rgbgen const ( 0.6 0 0 )
Works this one with numbers or hexdecimals?
Why are there 4 stages? What use do they have?
I thought RGB works without brightness…
This is all a little bit confusing.
And even if it would work, it would be a lot of work to write shaders for more than 500 textures. First extract the values with photoshop, then put them into the shader. And this again, and again and :bump: :bump: :bump:
I don´t know if I can do that. My motivation is gone.
Yes, this is my first map. I released a small beta version for Elite Force over one year ago.
Here comes a screenshot:

Hope u like it.
I wish u all a happy new year 2004!
[/img]
WOW!
Nice one…hope you get the problems fixed. Looks like a cel-shading candidate too…
Why are there 4 stages? What use do they have?
there 4 slightly different colored “filters” I use for debugging my shaders.
I choose one stage at a time, depending on the type of tex, shader I want to stand out in game… normally I use them with meta shaders, as it`s sometimes hard to work out whether our alphamaps (indexmaps) are aligned with our terrain, especially if the terrain is hand made and or a hand painted alphamap.
the different blendfuncs and rgbgen const values, mix these colored filter stages with the grass or rock in my terrain, to various intensities or have different translucency.
so sometimes I want a shader to stand out bright red with just a hint of the original grass or rock tex in the previous stages, in which case I`d probably use the…
{
map $whiteimage
rgbgen const ( 0.4 0 0 )
blendfunc gl_one gl_src_color
}
but if I want the alphamap`s transparency to also be mixed with the debug filter, then I use…
{
map $whiteimage
rgbgen const ( 0.1 0 0 )
alphagen vertex
blendfunc gl_src_alpha gl_scr_color
}
anyway, for you to paint a wall with say a orange tex that will work with lightmaps, then you could use…
textures/mymap/orange
{
qer_editorimage textures/mymap/orange.tga
surfaceparm gravelsteps
{
map $lightmap
rgbgen identity
}
{
map $whiteimage
rgbgen const ( 1 0.4 0 )
blendfunc gl_dst_color gl_zero
}
}
btw, very nice modeling, brush work in those pics of yours 
off topic: happy new year guys, and can any blueyonder.co.uk users tell me if they had trouble connecting to the isp earlier on tonight? the f`ing network was offline for hrs and I had to use a pay per min dialup account to connect.
if you want a vertex lit orange shader…
textures/mymap/orange_vertex
{
qer_editorimage textures/mymap/orange.tga
surfaceparm gravelsteps
q3map_nolightmap
{
map $whiteimage
rgbgen vertex
}
{
map $whiteimage
rgbgen const ( 1 0.4 0 )
blendfunc gl_dst_color gl_zero
}
}
ok, thank u very much!
The shader is working now.
Now, I´m gonna lock myself in the basement and finish this map!
boa sieht ja höllisch gut aus
unglaublich mann.
respekt 
wie lange hast du für die map gebraucht?
cool, I`m glad the shaders helped you, as it would be a real shame if you gave up on that map 
but guys, Im not going to ask you again, its disrespectful to the rest of us when you post in a language the majority of us can`t read.
Im personally not worried about being called rude words I dont know the meaning of 
but it does annoy me, and I guess others here, when we could be missing out on valuable technical info, even if you just saying “great that fix just worked” …it`s still important feedback to the rest of us.
or even if were missing some light hearted humor, I think it is important for everyone here to feel included in whats going on, as it keeps the editing community strong.
and Im not being patriotic or nationalist or any of that crap ...if we all spoke german or french it wouldnt bother me, as long as we can all understand each other, since its hard enough to learn and teach something as technical as mapping if we dont have a level ground to start off on.
k, I know I first came into this forum with the intent of sinking my ratty incisors into ydnars ankles, due to him messing up the way q3map2 read alphamaps for us wolf mappers ...but he soon showed us a fix for that and ever since then Ive personally tried to have a positive influence on this forum, rather then be negative or disruptive.
I`m sorry if this is way off topic, but I feel it needed to be said.
ratty rant over.
ok, sorry for speaking german.
For all who don´t speak german:
gynec asked me how long it took to create this map.
I answerd: long enough so i can´t give up now.
U see, no hidden rude words or something like that.
But in future I´ll write only in english in this forum.
thanx guys, and I wish I could learn a 2nd language, but its hard enough for me perfecting english with all its silent letters and double meanings etc, and for better or worse, it is the common language used here.
Well, long time ago and still the same error.
My 1000 textures became after a LOT of work finaly 490. And what now?! Still the same errror?! My god, I can´t belive this.
Isn´t there a possibility to see how many textures are used at the moment? Do common textures like clip also count? Or does fire count 1 or 8( don´t know how many frametextures) textures? Does the skybox count 6? I really only want to know if there is a way to see how much I´m over the limit.
greetz
Maggumaster