Okay, So I’ve got this crane thing operating, and I’d like to have lights in various parts of the map display is status… either on or off. To do this, I have two textures, one with a green light lit up, one with a red light it up.
Anyway, I’m using this in my script:
trigger down
{
trigger self riff1
remapshader "textures/raiders/lightred" "textures/raiders/lightgreen"
playsound sound/movers/switches/butn2.wav
gotomarker switch_2 20 wait
playsound sound/movers/switches/butn2.wav
gotomarker switch_3 20 wait
playsound sound/movers/switches/butn2.wav
gotomarker switch_4 20 wait
remapshaderflush
trigger lift run_inc
trigger lift accum_5_on
trigger lift accum_4_off
}
trigger up
{
trigger self riff2
remapshader "textures/raiders/lightgreen" "textures/raiders/lightred"
playsound sound/movers/switches/switch.wav
gotomarker switch_3 20 wait
playsound sound/movers/switches/switch.wav
gotomarker switch_2 20 wait
playsound sound/movers/switches/switch.wav
gotomarker switch_1 20 wait
remapshaderflush
trigger lift run_dec
trigger lift accum_5_off
trigger lift accum_4_off
}
Anyway, does the shader have to be part of an entity? As it stands, the shader I’m replacing is on regular brushwork. When the remapshaderflush line is executed, it switches to the right shader, but, its like, 50% transparent. Here:
Before:
After:
Shader:
textures/raiders/lightgreen
{
surfaceparm metalsteps
qer_editorimage textures/raiders/lightgreen.tga
implicitMap textures/raiders/lightgreen.tga
}
textures/raiders/lightred
{
surfaceparm metalsteps
qer_editorimage textures/raiders/lightred.tga
implicitMap textures/raiders/lightred.tga
}
Any ideas?






