does anyone have a good explanation about shaders or a link? need to know the basics to make a shader (want to make ice which if u fall on u dont get hurt but the ice still slides)

shaders
Seek for Obsidianâs shader manual mirror.
It contains all statements to use in a shader script.
I havenât got any examples on writing shaders neither, try searching Google for those.
want to make ice which if u fall on u dont get hurt
Youâll need surfaceparm nodamage for that in your shader.
If youâre using images, they donât need to be in your pk3 as long as they are in pak0.pk3.
Your shader must be included, of course.
i put this in my shader file and put it into scripts in the pk3 but it doesnt work
anything wrong about this?
textures/Bobb/icelake2_opaque2:q3map
{
surfaceparm nodamage
surfaceparm slick
}
Does âtextures/Bobb/icelake2_opaque2â exist?
If itâs a custom texture, you got to include it as I said.
lol it still doesnt work
wtf is wrong a bout this then?
Bobbsaland_b4.shader:
textures/Bobbsaland_b4/icelake2_opaque2
{
qer_trans 0.95
qer_editorimage textures/Bobbsaland_b4/icelake2_opaque2.tga
sort seethrough
surfaceparm slick
surfaceparm nodamage
surfaceparm glass
{
map textures/Bobbsaland_b4/icelake2_opaque2.tga
blendfunc filter
}
}
???
The last shader you posted looks good and should work IMO (not sure about the sort seethrough line though). Rename the shader to something else (textures/Bobbsaland_b4/icelake2_test for example) and be sure you apply this renamed shader to your brushes. Does it work now?
euhm i put the scripts and textures in a pk3, then loaded it and put it in my map, then put the same shader textures arena map in my .pk3 , loaded it, i saw that the ice was a bit transparent but it doesnt slide or stop damage ;/ but the shader must be half working cuz i see it transparent
yeah but i dont know why the nodamage and slick doesnt work and the transparent does?
Not sure just an idea.
Try to name your shader different then your texture (TGA).
Thatâs why i asked for the recompile⌠changes in one of the shader stages (e.g. transparency) are adopted instantly, i.e. without a recompile.
Changes in surfaceparam flags need a recompile⌠are you sure, et loads the new bsp? maybe there is an old version still in one of the pk3 files.