System Shaders

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Image:caulk.jpg caulk

This is the most common system shader, this shader is invisible and all faces with this shader wont be drawn by the engine, therefore this shader should be on any face the player cant see.

Image:caulk.jpg caulk_noclip

Same as above, but this one also makes the brush non-solid i.e. you can walk though it.

Image:caulk.jpg caulk_water

Same as the normal caulk, but this one gives the brush water properties i. e. Splash sounds, drowning and stuff like that.

Image:clip.jpg clip

This shader is completely invisible ingame and will block players, NPCs and BOTs, but missiles, blasters and grenades will get though.This is useful for making stairs and stuff like that.

Image:physicsclip.jpg physics_clip

Same as above, except this one blocks everything except visibility, this is very useful to clip models.

Image:shotonlyclip.jpg shotonlyclip

Same as clip but only blocks blaster shots. Rockets, and grenades will pass.

Image:cushion.jpg cushion

If a player lands on a brush with this shader he will not take any falldown damage. Caution: this will also remove any landing sounds, so use carefully.

Image:nodrop.jpg nodrop

This nonsolid shader will prevent players who die when they are inside a brush textured with this shader from dropping their weapons. This is useful in pits-of-death to stop the models in the pit stealing FPS.

Image:noimpact.jpg noimpact

No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks :p .

Image:inside.jpg inside

If you have any weather effects(like rain, snow) in your map but this brush everywhere where u don't want to have the weather effect. Note: This CANT be used in combination with the "outside" shader.

Image:outside.jpg outside

Same as the "inside" shader, but this time it specifies where to play the rain effect, place this shader where you want to have rain. Note: This CANT be used in combination with the "inside" shader.

Image:weatherzone.jpg weatherzone

If you have inside or outside shaders in your map, try to enclose them into brushes textured with the "weatherzone" shader. This isn't necessary but will improve the FPS.

Image:rainsurf.jpg rainsurf

Surfaces with this texture on them will(should) enable that rain-splatter effect. Although Smoke says it doest work.

Image:areaportal.jpg areaportal

Blocks vis when a door is closed, to function the bush has to be textured with the "skip" shader and ONE face has to be textured with the "areaportal" shader, then the face with the "areaportal" shader has to be exactly in the middle of the door.

Image:hint.jpg hint

This shader is used to block vis around corners, it has to be placed so that it is overlapping 8 units with structural brushes in all directions. for futher information check this tutorial.

Image:trigger.jpg trigger

A player inside this shader will be able to trigger a event. the event is specified in the map editor.

Image:terrain.jpg terrain

This is one of the most complex shaders, it will allow you making nice terrains with blended textures.

To see how this is used, go Help > General > Terrain Manual in GtkRadiant.

Image:slick.jpg slick

This shader will make the surface its on slick, that means you will glide and cand change direction.

Image:origin.jpg origin

This shader is used on brushes to specify the center(or just the place the engine is supposed to think the center is) of some entities, like func_statics or func_trains. All rotating things will rotate AROUND the origin brush and moving things will move the origin brush(and because its connected to the rest the rest will move too).

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