you should cover all the basics for your shader, so you need to have these image files,
textures/old_stone/floor5_wooden.jpg
textures/old_stone/floor6.jpg
textures/old_stone/roof1.jpg
textures/old_stone/wall3_wooden.jpg
textures/old_stone/wall4_wooden.jpg
textures/old_stone/wall5.jpg
textures/old_stone/blouse.tga
textures/old_stone/blouse1anim.tga
and those images MUST be at powers of 2, for example 1x16, 16x16… 256x256, 512x256, 512x512 and so on
your shaders in a file called old_stone.shader ( make shure it says .shader for the extension )
and finally you have to add your shader name to the shaderlist.txt
ie.
village
wood
xlab_door
xlab_props
xlab_wall
[B]old_stone[/B]
also you might notice that i use the extension of .jpg for most of your images, they could
also be .tga, but the last 2 shaders, blouse and blouse1anim use implicitmask so im assuming
they have alpha channels…
and now for your shaders, theres to much non essential stuff there you should chop out,
like the pointlight and trans for some of them. pointlight will make that surface vertex lit and
not by lightmaps, which is good for models and may have some use for surfaces compiled into
the map, but i would suggest sticking with lightmaps for those. also the trans being used in
implicitmapped shaders is not needed, but i do not know specificly what type of textures
you are using ( perhaps you should post some to get a better idea ).
these shaders should work, i’ll chop out some of the meat and leave what should be needed,
textures/old_stone/floor5_wooden
{
//surfaceparm nomarks // are you shure you want these here?
surfaceparm woodsteps
implicitMap -
}
textures/old_stone/floor6
{
//surfaceparm nomarks
surfaceparm woodsteps
implicitMap -
}
textures/old_stone/roof1
{
//surfaceparm nomarks
surfaceparm woodsteps
implicitMap -
}
textures/old_stone/wall3_wooden
{
//surfaceparm nomarks
surfaceparm woodsteps
implicitMap -
}
textures/old_stone/wall4_wooden
{
//surfaceparm nomarks
surfaceparm roofsteps
implicitMap -
}
textures/old_stone/wall5
{
//surfaceparm nomarks
surfaceparm woodsteps
implicitMap -
}
textures/old_stone/blouse1
{
surfaceparm alphashadow
surfaceparm nonsolid
surfaceparm trans
implicitMask -
}
textures/old_stone/blouse1anim
{
qer_editorimage textures/old_stone/blouse1.tga
deformVertexes wave 30 sin 0 3 0 0.2
surfaceparm alphashadow
surfaceparm nodamage
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
tessSize 64
implicitMask textures/old_stone/blouse1.tga
}
the nopicmip and nomipmaps i don’t think are needed, but then again i do not know
the look your going for, back in the quake3 days we would use the r_picmip command to
change the image quality to very low, made the textures all sort or blurry or smeared…
smearish? =P, but basicly for competition settings where we needed the best quality
fps we could get, so we would tweak cvars like that, adding nopicmip in the shader would
tell the engine to ignore what the cvar r_picmip is set at, and to display this image
at best quality, now this is what you might be going for… but if your using stock et textures
also, then i would recommend to remove the nopicmip and nomipmaps from the shaders
so your textures would match any r_picmip level.
your also using nomarks on shaders you have set to woodsteps… i would remove the
nomarks from those, but then again, maybe thats what you want.
just a small note, when you implicitmap -, or implicitmask -, the shader name must match
the texture name, unless you specificly add a path after the impicitmap or mask keyword.
now aside from all that, are there any typos? name mismatches? ie, you type in .script when
it should have been .shader or viseversa… ( i make that mistake a lot )