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.
Triggerable shader entities
Triggerable shader entities
[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
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
Re: Triggerable shader entities
Make two brushes and switch between them?
Re: Triggerable shader entities
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
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
Re: Triggerable shader entities
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.
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Re: Triggerable shader entities
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.
Re: Triggerable shader entities
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.