For reasons I can`t comprehend my slick new "yellow" slime shader acts like it`s solid, rather than a liquid you can swim through. In the shader file I defined "nonsolid" and "slime", but for some reason q3map2 totally disregards the surfaceparms and treats the shader as a solid texture.
Here`s the shader in question:
textures/pastex/yellowslime
I don't think there's a problem with that shader, I tried it and it worked properly as slime (copied the code, only changing the paths). You could try to make a new boxmap and try it in there. If it works there could be some problem in the original map, if not there must be something else in the shader file or such i guess... Or something silly like forgotten clip brush, made invisible in editor by view-filter :p
I put the brush with the shader in a plain, unmodified box map as a means of testing it, I receive the same results. That`s odd though, how it has problems on some set-ups but not on others.
Are you sure the shader is tied to the texture you select in the texture window? Is the texture displayed with a white border around it (in the texture selection window)? If that's not the case then you're simply selecting the texture and not the shader. Is the shader file correctly referenced in shaderlist.txt?
Last edited by Eraser on Wed Jun 22, 2011 4:57 pm, edited 1 time in total.
Q3Map2 reads shaderlist.txt to find the right shaders. Surfaceparms are only read by Q3Map2.
Q3 reads all the shaders. Scrolling and other surface effects are only read by Q3.
Without the shaderlist.txt, Q3Map2 couldn't find your shaders, but Q3 could still read them. Since the surfaceparms aren't compiled into the .bsp, they are treated as normal surfaces.