well… looking at your shader
textures/snow_sd/snow_var01_big
{
surfaceparm landmine
}
the problem appears that your defining surfaceparms for the shader,
but you dont define a texture to use… naming the shader after a texture
that exists is not enough, you have to “map” the texture…
either in stages or implicit.
also i would not recommend naming your shader to directly mirror where
the original sd texture is… ie… textures/snow_sd/snow_var01_big
you should name your textures to something like textures/mymap/snow_var01_big
and then setup the proper paths inside your shader to map the texture as
well as any surfaceparms, the reason for that is down the road someone
may decide to layout a texture for their map the same way, and it can
cause the shader in your map to be ignored for theirs, and what they
do with their shader may not be what you like… but you’d be stuck with it
while their map runs on the same server.
textures/mymap/snow_var01_big
{
qer_editorimage textures/snow_sd/snow_var01_big.tga
surfaceparm landmine
surfaceparm snowsteps
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
the above shader should work…