okey, but how do i add it in radiant? 
help for my new map : Rochefort
What kamikazee showed you is part of the shader file that holds your sky textureās shader.
I donāt know which sky your using but find the right one in the right shader and look if it has the Sky parameter.
Same goes with the āsurfaceparm landminesā bit, that also goes into the shader of your ground texture.
It doesnt work
the mg42 is still thereā¦
this is my script (part)
wall1
{
spawn
{
wait 200
constructible_class 3 //dynamite needed
}
death
{
alertentity mg42
wm_announce "Allies have destroyed the bunker wall!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "v2_rocket_axis_walls_destroyed"
wm_teamvoiceannounce 1 "v2_rocket_allies_walls_destroyed"
// *---------------------------------------------------------------------------------*
wm_objective_status 4 0 2
wm_objective_status 4 1 1
trigger game_manager walls_counter
}
}
the mg has a targetname : mg42.
If you want it to disappear, try setstate mg42 invisible instead of the alertentity command.
oley that did it 
Now, is there a way to let textures ārun into eachotherā that you have not like
SNOW SNOW SNOW || ROCK ROCK ROCK but
SNOW bit rock/snow rock/snow bit snow/rock ROCK? 
i dont know if iām clear 
EDIT another question , how do you work whit the ātree planter?ā
Blending. Itās the alpha textured brushes and the shaders that gives us blending. 
Just put the models and clips with hand (if this plugin is to add trees). Not sure if treeplanter even works.
Lol Miki xD
I didnt even tested the map yet⦠But I can make the tank⦠Only let it drive No stopping⦠
in the tutorial it sais :
Then create nice brush with alpha shader 0% in middlepoint of the terrain brushes
i diddnt find alpha shader :sā¦
and i think my .shader isnt correct as well
/* SNOW */
textures/snow_sd/snow_var01_big
{
qer_editorimage textures/snow_sd/snow_var01_big.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
surfaceparm landmine
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
/* ROCK */
textures/snow_sd/bigrock_rounded_faint
{
qer_editorimage textures/snow_sd/snow_sd/bigrock_rounded_faint.tga
q3map_forceMeta
q3map_nonplanar
q3map_shadeAngle 179
surfaceparm landmine
{
map textures/snow_sd/snow_sd/bigrock_rounded_faint.tga
rgbGen identity
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
its for blending
snow_sd/snow_var01_big
snow_sd/bigrock_rounded_faint
i dont see Bigrock_founded⦠anymore, now its the oragne/black boxes
edit: other question : how do you do something if a team win. Like an Railgun, the gun fires if the game is over⦠i would like something like that 
is everybody dead around here? or isnt there anybody to answer? :s
edit : another question , the rochefort_CC.tga doesnt show up in the limboā¦
Not long ago this was posted : Raybans example map with new foliage/blending
You should read this forum every day if you are doing a map , you can find lots of stuff 
I am not dead :P, but I donāt know alot about mapping yetā¦
http://www.splashdamage.com/forums/viewtopic.php?t=17400&postdays=0&postorder=asc&start=0
here is a topic from rayban and top screenshot he uses blending, and I think the first download is that map so you can see itā¦
I downloaded it but havent looked yet, so I canāt say for sure
As for the limbo, I donāt know sorry, when I made mine it worked fine first timeā¦
Did you remember the shader for the command map?
Here is an example shader. Just rename all the mymap to your maps name (same as the name of bsp etc.). File name is mymap_levelshots.shader. And put it to your scripts folder.
levelshots/mymap_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/mymap_cc.jpg
depthFunc equal
rgbGen identity
}
}
levelshots/mymap_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/mymap_cc.jpg
blendfunc blend
rgbGen identity
alphaGen vertex
}
}
the map works now (limbo)(but you dont see it on compas!) bending works (a bit)
Tj for help tell now ;).
i added
snow_sd/snow_var01_big
{
surfaceparm landmine
}
to my shader, but it doesnt work!!! 
also air support doesnt work :
skies/fueldump_clouds
{
surfaceparm sky //flags compiler that this is sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
}
what am i doing worng.? :roll: :?
Hi
You donāt have any other info on your shader. Copy out the existing ones (founds from the pak0.pk3 scripts.) Then make your own shader file, make sure you add the name of the file to your shaderlist (scripts folder). Then add the lines there. Add the line to your own copy. Never modify the existing stuff, copy them to your own stuff and then modify. Here is an example of one shader from radarās terrain where I add the cmd.
textures/radar/lmterrain2_0 //ALWAYS NAME THIS WITH OTHER NAME, like textures/mymap/stuff
{
q3map_baseshader textures/radar/lmterrain2_base
surfaceparm landmine //some place here
{
map textures/temperate_sd/master_grass_dirt3.tga
rgbgen identity
//not here
}
{
lightmap $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
//not here
}
}
For your sky shader you had the info that flags the compiler itās a sky and other stuff, but youāll need a lot of other info aswell. Check the shader file for the fueldump sky (fueldump/fueldumpsky) for an example, or just use that if you are lazy.
If your command map pic works on the limbo, but not on the compass, you probably missed some place on your shader. Made a typo or then forgot to modify something. Check them. Youāll probably see the problem when you check at the console. Itās always good to check the console, cos thatās the most common place where you see the problems.
edited
have you paid a visit to here :- http://www.pythononline.co.uk/et/tutorial.htm
its the mapping site of 2bit from the tibet clan ( heās made several maps )
if your stuck pop over thier forums and just ask a question , they are very friendly over there. they are working on a new map atm ( operation chariot ) . which fromthe screenshots they have is looking VERY good .
http://tibetclan.proboards22.com/index.cgi
check it out
I realy dont succeed in it 
i tried it, but didnt find it out. iāll try it again later. I also try to copy EXACTLY the shader sky part of Fueldump, whitout succes
textures/rochefort/sky
{
qer_editorimage textures/skies/fueldump_clouds.tga
q3map_lightrgb 0.8 0.9 1.0
q3map_skylight 85 3
q3map_sun 1 .95 .9 200 210 28
skyparms - 200 -
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
{
map textures/skies/fueldump_clouds.tga
rgbGen identity
}
{
map textures/skies/fueldump_clouds.tga
blendfunc blend
rgbGen identity
tcMod scroll 0.0005 0.00
tcMod scale 2 1
}
}
Why donāt you just use it.
Just select it from the textures menu and thatās it. What do you mean by not success?