When i load a texture from a flagg and i give it a common texturen my flagg allways shows up like wood when i shoot it.
How can i make it like a flagg as in the V2Base map?? that when you shoot it you dont see bulletholes in w00d.
Note: i used the carpetclip on the flagg and thats the prob of getting those damn bulletholes in wood.
Wich clipper too take please?
Sincere S1
PS: this site rules !
FLaggclip ?!?
Moderator: Moderators
The flagg i want to use is "Nazibanner_eagle"
by the way,do you know where the other flaggs are? because i make prefabs for historical buildings,i mean i'm following real bleuprints and pictures that where token inside the bunkers now and then.
same goes for the allied buildings but that am i still researching
and later on i want to make perfect prefabs for MOD : britains finest
same again ; Bunkers.
Buildings.
Streets with them buildings in like they where.
But i still need to mail the head of the mod from britains finest and i hope he has some space for my workz.
Look here what flagg i mean
http://users.pandora.be/Sandman1/Flagg.htm
Friendly greets
by the way,do you know where the other flaggs are? because i make prefabs for historical buildings,i mean i'm following real bleuprints and pictures that where token inside the bunkers now and then.
same goes for the allied buildings but that am i still researching
and later on i want to make perfect prefabs for MOD : britains finest
same again ; Bunkers.
Buildings.
Streets with them buildings in like they where.
But i still need to mail the head of the mod from britains finest and i hope he has some space for my workz.
Look here what flagg i mean
http://users.pandora.be/Sandman1/Flagg.htm
Friendly greets

-
tstrait72
- Second Lieutenant
- Posts: 154
- Joined: Tue Jun 04, 2002 1:25 am
- Location: York, PA U.S.A.
- Contact:
Ok, here is a file for you then:
New Flag
it has a modified shader for the flag (look at the last entry in flags.scr in the scripts folder of the .pk3) so the bullet holes don't show up and I included a .map and .pk3
I made a duplicate of the flag texture and renamed it nazbanner_eagle2.jpg and also the .dds file then all I did was add another entry at the bottom of the flags.scr file in the scripts folder of the .pk3 and changed the surfaceparm to noimpact
btw - the other flags are in the 'german' folder
New Flag
it has a modified shader for the flag (look at the last entry in flags.scr in the scripts folder of the .pk3) so the bullet holes don't show up and I included a .map and .pk3
I made a duplicate of the flag texture and renamed it nazbanner_eagle2.jpg and also the .dds file then all I did was add another entry at the bottom of the flags.scr file in the scripts folder of the .pk3 and changed the surfaceparm to noimpact
btw - the other flags are in the 'german' folder
Same subject but opposite problem:
I am making a metal texture and I want Metal bullet holes with sparks flying off like the ones you see when you shoot a barrel. I have the surfaceParm set to metal. I've tried copying the barrel shader, but that does not work.
I can use the metal clip texture in front of my metal wall, but that will only give me sparks. It won't give me the bullet holes with the appropriate sound effects.
Thanks.
I am making a metal texture and I want Metal bullet holes with sparks flying off like the ones you see when you shoot a barrel. I have the surfaceParm set to metal. I've tried copying the barrel shader, but that does not work.
I can use the metal clip texture in front of my metal wall, but that will only give me sparks. It won't give me the bullet holes with the appropriate sound effects.
Thanks.
Diego
Here is my shader. I didn't want to start new threads like a good little noob. I'm also trying to get the environment map working on this thing. I posted that question under the "shader for metal reflection" thread. I'll try the suggestions for that post when I get home.
Thanks for the help.
textures/bktown/w_steel.tga
{
qer_keyword pipe
qer_keyword special
qer_keyword metal
qer_keyword rusted
surfaceParm metal
{
map textures/special/silverenv.tga
tcGen environment
}
{
map textures/bktown/w_steel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
}
}
Thanks for the help.
textures/bktown/w_steel.tga
{
qer_keyword pipe
qer_keyword special
qer_keyword metal
qer_keyword rusted
surfaceParm metal
{
map textures/special/silverenv.tga
tcGen environment
}
{
map textures/bktown/w_steel.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
}
}
Diego
