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 Post subject: perfect shaderlist.txt for cqb?
PostPosted: Sat May 21, 2011 10:36 am 
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Marksman
Marksman

Joined: Sat Apr 02, 2011 12:28 pm
Posts: 20
hey all

i wanny ask if someone can post please a like "perfect" shaderlist.txt,
cause i think my ones isnt good enough to display my all the textures insides the gtkradiant ...


here is my actuall shaderlist.txt for cqb mapping

_build
bruce
bruce_base
bruce_brick
bruce_crete
bruce_decal
bruce_door
bruce_floor
bruce_fx
bruce_light
bruce_metal
bruce_misc
bruce_mod
bruce_plaster
bruce_sky
bruce_snow
bruce_tile
bruce_trim
bruce_wall
bruce_window
bruce_wood
common
coroner
coroner_common
coroner_decals
coroner_dust
coroner_fx
coroner_models
coroner_models2
coroner_northport
coroner_skies
coroner_snow
coroner_village
dem_district
dem_ersatz
elite
elite_media0
elite_media1
elite_media2
elite_media3
gfx_misc
headware
hos_concrete
hos_decals
hos_floors
hos_metals
hos_misc
hos_misc2
hos_models
hos_signs
hos_vents
hos_walls
hos_wood
liq
liq2
liq3
liq_models
models
models_elite
models_weapons2_elite
obj_dust
obj_northport
obj_railhouse
obj_snow
obj_village
q3tc
q3tcsfx
race
race_skies
routa
sfx
skies
skies_sd
terrain
twy_addon
twy_doorsGates
twy_grate
twy_metal
twy_misc
twy_models
twy_nature
twy_roof
twy_sandGravelgras
twy_skies
twy_textures
twy_water
twy_window
twy_wood
ui_elite
weapons
sf1_brick
sf1_cobble
sf1_concrete
sf1_doors
sf1_floors
sf1_machines
sf1_metals
sf1_propaganda
sf1_props
sf1_rock
sf1_windows
sf1_wood
sf1_grass
sf1_wall
sf1_carpets
siegesky
redboatpath
mp_fabrica
fabricaskybox
dem_ersatz
testspawn



best regards
CQBdrug


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 Post subject:
PostPosted: Sat May 21, 2011 6:06 pm 
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Master
Master
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Joined: Fri Jun 12, 2009 4:01 pm
Posts: 459
You could extract the shader locations manually. Take an example from bruce.shader;

Code:
textures/bruce_brick/brick_wall_beige
{
   surfaceparm mat_brick_yellow
   {
      map $lightmap
      rgbgen identity
   }
   {
      map textures/bruce_brick/brick_wall_beige.tga
      blendfunc gl_dst_color gl_zero
      rgbgen identity
   }
}


Look at the shader's name: textures/bruce_brick/brick_wall_beige.
From this example, bruce_brick is what should be added to the shaderlist.txt and once you do so any shader starting with textures/bruce_brick will be displayed in Radiant.
Naturally, you ignore what's already on the list.

That's how I created an extended shaderlist.txt for TC:E some time ago.


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