ET Shaders


([Cerberus]) #1

Can someone explain to me why some shaders dont work in Radiant? But then work in ET?


(DerSaidin) #2

Cause they’re made to work in the Q3 engine, and radient isnt a Q3 engine…


(SCDS_reyalP) #3

An example would help. Or at least describe how they “don’t work” in radiant.


(Roeltje) #4

its the .shader… :slight_smile:
if the .shader has no q3editorimage, it wont show it in GTK.
also if the .shader is not in etmain/scripts and added in the shaderlist :slight_smile:
when making own shaders, its really useful if u name ur texture the same as the image for it :slight_smile:


(Q.) #5

@[Cerberus]
Let’s just say your spyware is kidding.


(kamikazee) #6

Some, if not most, shaders in ET use implicitmap. GTKRadiant used to check for shader stages with map <texturename> in it, so it can’t find those. ET does understand the implicitmap statement though, so that’s why it works.
The only way to fix it is to put the q3editorimage into the shader, as you said. Or some luck if Radiant finds out that the texture and shader name are the same.


(S14Y3R) #7

psst…its

qer_editorimage textures/your_folder/your_texture.tga

When you see (in Radiant) the notexture image, the shader is referencing an image without telling the editor what to show you. It’ll show up inGame okay, but you won’t be able to see/resize the texture in the editor. Set up custom shaders like:

textures/et_torque/axel_base
{
	qer_editorimage models/mapobjects/vehicles/train1.tga
	
	implicitMap models/mapobjects/vehicles/train1.tga
}

implicitMap:

Implicit shaders do not have explicit shader stages but rather use pre-programmed settings that work with a variety of lighting conditions (vertex lit, diffuse lit, and lightmapped) to give the shader the best possible representation when it is instantiated in the game.
,LDM.


(kamikazee) #8

Well, that’s what I said, but then better.
Of course you can blame me for being too lazy to check for the qer_editorimage statement, I got carried away with thinking that it was called q3editorimage at this time. :wink:


([Cerberus]) #9

Could you make a new shader for radiant to use the textures. Does anyone know of any mappers that have done this?


(S14Y3R) #10

v41, its easy. just create a new shader in your scripts folder called:

yourshadername.shader

then set up your shader names like:

textures/yourshadername/texturename

, <-This “yourshadername” must match the name of the .shader you’ve created. Use the above example for simple shaders(my shader’s named et_torque, swap with yourshadername), just alter the paths to your custom textures. One last thing, add “yourshadername” to the shaderlist.txt in your scripts folder, this file tells radiant what shaders to show you. Make sure your textures are powers of 2 and not over 512x512, they don’t have to be square either, like they can be 32x256 as long as its a power of 2. Hope that helps.