Hi!
Exposing my vast abyss of unknowledge, I toss out this question. It is of general value so I hope some mapper can elaborate on the issue.
Given: Lots of textures in the stock pk3. E.g. the texture light_m15.blend.tga inside the textures/lights-folder.
Problem: I want to write a custom shader, and use that image.
I don’t want it to be a fancy shader. Just a plain shader.
I THINK this is the correct way of doing it:
(I also THINK that there are many ways of doing it, and this is just one of those ways.)
textures/ge_textures/a_small_lighttexture // I call my shader this. (Can be anything).
{
qer_editorimage textures/lights/light_m15.blend.tga // Texture in the editor.
map textures/lights/light_m15.blend.tga // The actual texture in the map.
surfaceparm metal // This gives the texture a metal-sound, if someone shoots at it.
implicitMap - // This is an ET shader thing. Good to include (just in case, sort of).
}
N.B. The name of my shader MUST not be the original name. I mean, I cannot call my shader: “textures/lights/light_m15.blend”. If that shader already exist in the game, my new shader will cause trouble.
Main question: Am I close (to doing the right thing)? Or am I lost?
// Loffy
