Hello, i want to turn a texture from a model (bush model from SD) into a texture usable in gtk radiant, i heard it is possible with just a shader. kinda like redirekting the texture, but it needs to be useable on both the model and in radiant with out errors. thank you guys
model texture into radiant texture, shader?
use this shader for foliage:
// zielsko
textures/italy/ivy06a
{
qer_trans 0.85
qer_editorimage textures/italy/ivy06a.tga
cull disable
sort 6
nomipmaps
nopicmip
surfaceparm nomarks
surfaceparm alphashadow
surfaceparm pointlight
surfaceparm trans
surfaceparm nonsolid
implicitMask textures/italy/ivy06a.tga
}
of course you need to replace texture path. just make a new text file in script, name it whatever.shader and then add to shaderlist.txt.
well i just want to make a wall with the bush texture. so the fps reduces, instead of i have to place 50 bush models to block the player. i dont want foliage, if i think what it is, (grass with less fps no?)
well, call it foliage, green stuff, grass or whatever you want
this shader should help u achieve this.
but such a wall will be flat and it may look really ugly… don’t forget that it’s 2009, and not 2003.
maybe it looks ugly, but i just want a flat wall yea, how do i redirect a texture without moving it? i want so it can be opened with radiant.
like i said, just make a new shader and change the path in what i pasted before.
give me your msn/xfire if u want.
The easiest would be to move the texture to under textures/. But as you said you don’t want to do that, you can do it with a shader. This should do it:
textures/blabla
{
qer_editorimage models/blabla/mama.tga
implicitMap models/blabla/mama.tga
}
ps. note that you probably need more to have “special stuff”, as this is only for like a wall texture, depending on the stuff you want to have, like cull disable. To see more, look at Indy’s shader or pak0 or manual.
I just did this in my new map. Don’t use implicit map or mask. That points the the shader to the directory that the texture is located in. For some reason, model shaders can be applied to brushes and show up fine in radient, but when you compile the map, it wants to append “textures” to the path name and it can no longer find the texture.
I don’t have a valid shader handy at the moment, but lets say your model shader name is this:
model/mapobjects/wall/woodwall
{
surfaceparm woodsteps
qer_editorimage model/mapobjects/wall/woodwall.tga
{
map $lightmap
rgbGen identity
}
{
map model/mapobjects/wall/woodwall.tga
blendFunc filter
rgbGen identity
}
}
If you want to apply this model shader to brushwork, copy the shader, but change the top line to something else with "textures’ in front. Just like if you were adding a completely new texture to the scene.
textures/mymap/wall/woodwall
{
surfaceparm woodsteps
qer_editorimage model/mapobjects/wall/woodwall.tga
{
map $lightmap
rgbGen identity
}
{
map model/mapobjects/wall/woodwall.tga
blendFunc filter
rgbGen identity
}
}
take a look here
you can download that file here:
download hegdegrow prefab by drakir
dunno if that helps, take a look at that shader. going to try it myself when i find time