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Old 04-28-2002, 06:26 AM   #1
jkentmarsh
 
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Join Date: Apr 2002
Posts: 18
Why Doesn't My Custom Shader Work? (full Details Inside On Problem)

so far Ive gotten everything else to work in my map but one thing...im trying to use a forcefield shader from in the game and make a custom shader out of it.

I have both the "enrgy.tga" and the "lightning3.jpg" in my textures folder "base/textures/DOTF"

In the shader folder I have edited the "shaderlist.txt" and typed DOTF on one of the lines, plus I have edited my own shader file called "dotf" (w/extension ".shader") , which is printed below.
(This text below was cut and copied from the "conduit_field" shader from the "doomgiver" shaders

My shader file text looks like this:

textures/dotf/lightning3
{
qer_editorimage textures/dotf/lightning3
surfaceparm nomarks
surfaceparm forcefield
q3map_nolightmap
{
map textures/dotf/enrgy1
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.1 0 5
tcMod scroll 0 -3
tcMod scale 4 1
}
{
map textures/dotf/enrgy1
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.1 0.3 4
tcMod scroll 0 0.5
tcMod scale 2 1
}
{
map textures/dotf/lightning3
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.5 0.7 5
tcMod scroll 5 0
tcMod stretch sin 0 0.5 0 5
tcMod scale 2 2
}
{
map textures/dotf/enrgy1
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.25 0.1 0 10
tcMod scroll 0 3
tcMod scale 4 1
}
{
map textures/dotf/enrgy1
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.1 -0.3 4
tcMod scroll 0 -0.5
tcMod scale 2 1
}
}




What am I doing wrong here...I compile everything and put it in pk3 format and I get nothing...does anyone know the step by step way of making a custom shader and savingand compiling it correctly in the pk3 so it can be used in the map. All my folders paths are correct so I don't understand why it doesnt work. I would really appreciate any help. Thanks.
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