If somebody has an hour or so to spare, they could just edit all the servers shaders to remove the lightmap stuff and put it in a pk3.
Don't try to cut corners by just deleting everything in the shaders, otherwise you will proberbly get no walking sounds and stuff, unless they are handeled client side, I duno.
Certinaly breakthorugh uses shaders to determin where you can lay mines.
well, that certainly did not work well. Every part of the game suddenly was whitish looking that used that shader file.
However, using the spawn script or targetname from above, is there a way to use the command surfaceparm nolightmap that I found in the shader file 1_1_groundPortal.shader.
or, is @(...:.:...)@ saying that it would only show up weird looking on the server, but anyone who would join would see the normal shader and yet the server wouldn't have the error code?
doofus wrote:well, that certainly did not work well. Every part of the game suddenly was whitish looking that used that shader file.
However, using the spawn script or targetname from above, is there a way to use the command surfaceparm nolightmap that I found in the shader file 1_1_groundPortal.shader.
sorry, misunderstanding...the surfaceparm nolightmap was in an existing shader file, I'm trying to figure out how, with cloning bsp models, to use that same command either in the spawn statement or using the target name.
As, i tried remarking out the map $lightmap command and then starting a game, but all the surfaces are really weirded out and whitewashed looking.