Help please =) Map Making how to make Ice


(Pray-N-Spray) #21

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 :slight_smile:
surfaceparm slick
surfaceparm nodamage
{
map textures/yourfolder/ice.jpg
}
}


(IndyJones) #22

for wall you can climb up - just put another brush very close with common/ladder texture.


(Darkix) #23

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 :slight_smile:

I’m not sure what your saying with ice slide that you’de die on?
are you saying you’de go so fast down that you’de be killed?
If so, just put a cusion brush at the bottom of slide.


(Pray-N-Spray) #24

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.


(Macuiare) #25

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 =/


(IndyJones) #26

you have to use ‘tab’ in .shader. if you directly copied it from this site, it won’t work.


(Macuiare) #27

tab? it re formated it or something when i closed it because everything was aligned diffrently


(Darkix) #28

why do you need your ice to be cusiony? Is someone falling from a great height?


(Macuiare) #29

yes they are.


(Darkix) #30

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 shaders

textures/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
}

// Don’t ask…
textures/common/clipweapmetal
{
qer_editorimage “textures/common/clip_metal.tga”
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 you’ll need to add that to your textures folder if i’m not mistaken.


(murka) #31

its easyer to make a new shader(saves space) and its not wise to overwrite the common shader.