Well for that you just need to add nodamage
textures/yourfolder/ice
{
qer_editorimage textures/yourfolder/ice.jpg or tga dont know which one you have 
surfaceparm slick
surfaceparm nodamage
{
map textures/yourfolder/ice.jpg
}
}
Well for that you just need to add nodamage
textures/yourfolder/ice
{
qer_editorimage textures/yourfolder/ice.jpg or tga dont know which one you have 
surfaceparm slick
surfaceparm nodamage
{
map textures/yourfolder/ice.jpg
}
}
for wall you can climb up - just put another brush very close with common/ladder texture.
Ice: http://www.speedyshare.com/747421142.html
Climbable Wall: http://www.speedyshare.com/496298908.html
Put them in maps folder and open them up. Shows how to do it in simple form 
Iâm not sure what your saying with ice slide that youâde die on?
are you saying youâde go so fast down that youâde be killed?
If so, just put a cusion brush at the bottom of slide.
I did not say that, I understood you that you needed the ice with cushion on it. If you make just a ice and you put the cushion above, then your ice will not be slicky.
You have to make a shader for it which is above here.
Nawh im making a i dont know Ice sliding park =) I tried making a texture using Pay N Sprays code (thanks)
textures/box8/ice
{
qer_editorimage textures/box8/ice.tga
surfaceparm slick (then tried common/slick and common /nodamage and common/cushion)
surfaceparm nodamage (after i tried cushion)
{
map textures/box8/ice.tga
}
}
I put every thing in the right dirrectorys and ran the map, The texture loaded up nicely just no sliding effect =/ oh and i need Ice with a cushion on it becuase some of the slides are pretty imagintive =)
Thanks =/
you have to use âtabâ in .shader. if you directly copied it from this site, it wonât work.
tab? it re formated it or something when i closed it because everything was aligned diffrently
C:\Program Files\Wolfenstein - Enemy Territory\etmain\scripts\commom.shader
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// common.shader
// generated by ShaderCleaner on Thu Feb 6 12:43:32 2003
// 80 total shaderstextures/common/ai_nopass
{
qer_trans 0.30
surfaceparm ai_nopass
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/ai_nopasslarge
{
qer_trans 0.30
surfaceparm ai_nopasslarge
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/ai_nosight
{
qer_trans 0.3
surfaceparm ai_nosight
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/ai_nosight_shoot_through
{
qer_trans 0.3
surfaceparm ai_nosight
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm trans
}textures/common/antiportal
{
qer_nocarve
qer_trans 0.30
surfaceparm antiportal
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
}textures/common/areaportal
{
surfaceparm areaportal
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
}textures/common/caulk
{
surfaceparm nodraw
surfaceparm nomarks
}textures/common/caulkterrain
{
qer_editorimage textures/common/caulk.tga
surfaceparm nodraw
surfaceparm nomarks
}textures/common/clip
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm trans
}textures/common/clip_metal
{
qer_trans 0.3
surfaceparm clipmissile
surfaceparm metalsteps
surfaceparm nodraw
surfaceparm nomarks
surfaceparm playerclip
surfaceparm trans
}textures/common/clipfull
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm playerclip
surfaceparm trans
}textures/common/clipmissile
{
qer_trans 0.3
surfaceparm clipmissile
surfaceparm nodraw
surfaceparm nomarks
surfaceparm playerclip
surfaceparm trans
}textures/common/clipmonster
{
qer_trans 0.3
surfaceparm monsterclip
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/clipmonster2
{
qer_editorimage textures/common/clipmonster.tga
surfaceparm monsterclip
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/clipshot
{
qer_trans 0.3
surfaceparm clipshot
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/clipweap
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm trans
}textures/common/clipweap_metal
{
qer_editorimage textures/common/clipweapmetal.tga
qer_trans 0.3
surfaceparm metalsteps
surfaceparm nodraw
surfaceparm nomarks
surfaceparm trans
}// Donât askâŚ
textures/common/clipweapmetal
{
qer_editorimage âtextures/common/clip_metal.tgaâ
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm trans
surfaceparm metalsteps
}textures/common/clipweap_wood
{
qer_editorimage textures/common/clipweapwood.tga
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm trans
surfaceparm woodsteps
}textures/common/clusterportal
{
qer_trans 0.3
surfaceparm clusterportal
surfaceparm detail
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/cushion
{
qer_nocarve
qer_trans 0.5
surfaceparm nodamage
surfaceparm nodraw
surfaceparm nomarks
surfaceparm trans
}textures/common/hint
{
qer_nocarve
qer_trans 0.3
surfaceparm hint
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
}textures/common/ladder
{
qer_trans 0.3
surfaceparm ladder
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm playerclip
surfaceparm trans
}textures/common/leakoil
{
qer_trans 0.5
// surfaceparm markparticles
surfaceparm nodraw
surfaceparm trans
}textures/common/leaksteam
{
qer_trans 0.5
// surfaceparm markparticles
surfaceparm nodraw
surfaceparm trans
}textures/common/leakwater
{
qer_trans 0.5
// surfaceparm markparticles
surfaceparm nodraw
surfaceparm trans
}textures/common/lightgrid
{
qer_trans 0.5
surfaceparm detail
surfaceparm lightgrid
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/lmterrain_sand_marks
{
qer_editorimage textures/common/terrain_sand.tga
q3map_shadeangle 45
q3map_terrain
surfaceparm gravelsteps
surfaceparm nodraw
}textures/common/lmterrain_snow_marks
{
qer_editorimage textures/common/terrain_snow.tga
q3map_shadeangle 90
q3map_terrain
surfaceparm nodraw
surfaceparm snowsteps
}textures/common/nodraw
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/nodrawnonsolid
{
surfaceparm nodraw
surfaceparm nonsolid
}textures/common/nodrawwater
{
qer_trans .5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
}textures/common/nodrop
{
qer_nocarve
qer_trans 0.5
cull disable
surfaceparm nodraw
surfaceparm nodrop
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}textures/common/origin
{
qer_nocarve
qer_trans 0.3
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm origin
surfaceparm trans
}textures/common/skip
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm skip
surfaceparm structural
surfaceparm trans
}textures/common/slick
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm slick
surfaceparm nodamage /// Just Added That Line <<<<<<<<<<<<<<<<<<<<<<<<<<<<
surfaceparm trans
}textures/common/terrain
{
q3map_terrain
surfaceparm grasssteps
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}textures/common/terrain_snow
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
// surfaceparm snow
surfaceparm snowsteps
}textures/common/terrain_snow_wils
{
q3map_terrain
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm snowsteps
}textures/common/terrain2
{
q3map_terrain
// surfaceparm dust
surfaceparm grasssteps
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
}textures/common/trigger
{
qer_nocarve
qer_trans 0.5
surfaceparm nodraw
surfaceparm trans
}// exactly like caulk, just a different image so you can tell the difference
textures/common/hullcaulk
{
surfaceparm nodraw
surfaceparm nomarks
}// hint with normal priority.
textures/common/subtlehint
{
qer_nocarve
qer_trans 0.3
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
}// exactly like skip, but it filters with hint
textures/common/hintskip
{
qer_editorimage textures/common/skip
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm skip
surfaceparm structural
surfaceparm trans
}
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I tested that works.
I think when you make your .pk3 youâll need to add that to your textures folder if iâm not mistaken.
its easyer to make a new shader(saves space) and its not wise to overwrite the common shader.