Forward Spawn flagpole texture/shader


(ziege) #1

Anyone know where the shader is for the flagpole? It’s a nice chrome effect. I placed one in my map and tried looking in the list of textures/shaders but it only lists the ones I’ve placed and not ones on models. Or is there an alternative or better way to create a chrome effect on pipes?


(sock) #2

The flagpole is an object created by the game from a “point entity”. The flagpole model is stored in “models\multiplayer\flagpole” directory.

The flagpole texture is called “models\multiplayer\flagpole\flagpole.tga” and uses the shader:

models/multiplayer/flagpole/flagpole
{
	{
		map models/multiplayer/flagpole/flag_clouds.tga
		rgbGen lightingDiffuse
		tcgen environment
	}
}

located in the shader file: “scripts/models_multiplayer.shader”.

Sock
:moo:


(ziege) #3

Thanks Sock :slight_smile: Only just had a chance to try it out…

I’m doing something wrong here though, I can’t get the shader to work in my map. The surfaces are just plain black in game. All I did was picked a texture to represent the shader in Radiant and added the following lines to my .shader file.

textures/rollers/test_chrome
{
{
map models/multiplayer/flagpole/flag_clouds.tga
rgbGen lightingDiffuse
tcgen environment
}
}

In Radiant the test_chrome texture shows up with a white outline, leading me to believe the shader is OK, but something is going wrong when the engine tries to render it in game. Do I need to add anything to the shader code? It’s prolly something really dumb and newbified that I forgot…


(Mlehliw) #4

Is the shader in your shaderlist.txt


(ziege) #5

The folder that my textures/shaders are in has been added to my shaderlist.txt yes. Otherwise I don’t think the shader would have showed up in Radiant. I have other custom shaders in this map that work fine - although they all have at least one SurfaceParm so I’m wondering if I need to add anything to this flagpole one?


(ziege) #6

:bump:


(Shallow) #7

rgbGen lightingdiffuse will only work on game models like players, weapons etc. not static models/brushwork/patches.

You need a shader that either uses an explicit lightmap stage, or you could probably just use an implicitmap shader and let the engine sort it out.


(ziege) #8

D’oh I didn’t know that. Thanks! :slight_smile: