Triggerable shader entities

For all topics related to using or installing radiant
Post Reply
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Triggerable shader entities

Post by RedSnappa »

I read this:
http://members.multimania.co.uk/quakeroats/q3map2/shader_manual/apA.html

tried it and it didn't work. Does anyone here have experience with this topic? I want to be able to switch textures by pressing a func_button, as this seems to say is possible.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Triggerable shader entities

Post by flajeen »

Make two brushes and switch between them?
Image

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Triggerable shader entities

Post by RedSnappa »

flajeen wrote:Make two brushes and switch between them?

Doesn't work for what I am doing. I have an invisible bridge that is to become visible for a limited time by pushing a func_button. This is supposed to happen by using the targetShaderName and targetShaderNewName keys. The func_button is connected to a target_delay which makes the bridge invisible again after about 20 seconds.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

User avatar
gsigms
Posts: 102
Joined: Thu Aug 18, 2011 11:24 am
Location: London, UK

Re: Triggerable shader entities

Post by gsigms »

stumbled on this too and showed that to johnny who also failed to make it work, after some googling back then i found a topic on urt.info saying it was not supported.
nemNEMnem wrote:yeah, not like ur avatar, gsigms, i find ur ones is difficult to masturbate, too. :D :D :D :D

flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Triggerable shader entities

Post by flajeen »

RedSnappa wrote:
flajeen wrote:Make two brushes and switch between them?

Doesn't work for what I am doing. I have an invisible bridge that is to become visible for a limited time by pushing a func_button. This is supposed to happen by using the targetShaderName and targetShaderNewName keys. The func_button is connected to a target_delay which makes the bridge invisible again after about 20 seconds.


That is possible, deathruns do that with traps. Might wanna play deathrun if you do not know what I mean.
Image

User avatar
DagF
Posts: 277
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

Re: Triggerable shader entities

Post by DagF »

from green to red. the button moves in and back a green brush. it does not just appear. could use a ut train? that moves super fast? and have playerclip there always or something. platform could work too. if you have nonsolid textured brushes that moves superfast up there and back.
Image

Post Reply