Code: Select all
textures/custom/wood1
{
qer_keyword wall
qer_keyword wood
{
map textures/custom/wood1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
} Moderator: Moderators
Code: Select all
textures/custom/wood1
{
qer_keyword wall
qer_keyword wood
{
map textures/custom/wood1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
} Code: Select all
textures/custom/wood1
{
qer_keyword wall
qer_keyword wood
surfaceparm wood
{
map textures/custom/wood1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
Shader Surface Types.txt wrote: In Game Surface Types
Note: The in game surface types are not the same as the search keywords material types.
The surface type for a shader is specified via a "surfaceparm type" line, where type is the surface type to use.
Example:
surfaceparm wood
Note that only one surface type can be used at a time, and so only one should be specified in a shader.
Here's a list of each of the surface types that can be specified:
wood - wooden surface
metal - metal surface (like metal plating)
stone - stone or rock surface
dirt - dirt surface
grill - metal grill surface
grass - grass covered surface
mud - muddy or squishy sounding surface
puddle - water puddle surface
glass - glass surface
gravel - rocky gravel surface
sand - sandy surface
foliage - tree tops, bushes, or leaf covered surface
snow - snow covered surface
carpet - carpeted surface