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				[Resolu] Quelques common "perdu" 
				Posté : 29 mars 2010, 20:35 
				par Zurg 
				Salut j'ai perdu quelques common (je sais pas comment et pourquoi) et j'ai besoin pour ma map :
			 
			
				Re: Quelques common "perdu" 
				Posté : 29 mars 2010, 20:43 
				par sh4k4 
				La a première vu je dirai reinstall
			 
			
				Re: Quelques common "perdu" 
				Posté : 30 mars 2010, 18:33 
				par Zurg 
				Ok , mais avant , il y a t-il un shader pour common ?
			 
			
				Re: Quelques common "perdu" 
				Posté : 30 mars 2010, 19:30 
				par leeks 
				A nommer en "common.shader"
Code : Tout sélectionner 
textures/common/areaportal
{
	qer_trans 0.50
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm structural
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm areaportal
}
textures/common/caulk
{
	surfaceparm nodraw
    surfaceparm nolightmap
	surfaceparm nomarks
}
textures/common/clip
{
	qer_trans 0.40
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm noimpact
	surfaceparm playerclip
}
textures/common/clusterportal
{
	qer_trans 0.50
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm clusterportal
}
textures/common/cushion
{
	qer_nocarve
	qer_trans 0.50
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm nodamage
}
textures/common/donotenter
{
	qer_trans 0.50
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm donotenter
}
// never used
//
//textures/common/energypad
//{
//	qer_editorimage textures/sfx/bluegoal.tga
//	surfaceparm nolightmap
//	cull twosided
//	{
//		map textures//bluegoal.tga
//		blendFunc GL_ONE GL_SRC_ALPHA
//		tcGen environment
//		tcMod turb 0 0.25 0 0.05
//	}
//}
textures/common/full_clip // silly shader, use weapclip instead
{
	qer_trans 0.40
	surfaceparm nodraw
	surfaceparm playerclip
}
textures/common/hint // should NOT use surfaceparm hint.. strange but true
{
	qer_nocarve
	qer_trans 0.30
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm structural
	surfaceparm trans
	surfaceparm noimpact
	surfaceparm hint	// ydnar: yes it should.
}
textures/common/invisible // solid, transparent polygons, casts shadows
{
	surfaceparm nolightmap			
        {
                map textures/common/invisible.tga
                alphaFunc GE128
		depthWrite
		rgbGen vertex
        }
}
textures/common/mirror1
{
	qer_editorimage textures/common/mirror1.tga
	surfaceparm nolightmap
	portal
  
	{
		map textures/common/mirror1.tga
		blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		depthWrite
	}
       
        
}
textures/common/mirror2
{
	qer_editorimage textures/common/qer_mirror.tga
	surfaceparm nolightmap
	portal
	{
		map textures/common/mirror1.tga
		blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		depthWrite
	}
        {
               map textures/sfx/mirror.tga
	       blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
        }
}
textures/common/missileclip
{
	qer_trans 0.40
	surfaceparm nodamage
	surfaceparm nomarks
	surfaceparm nodraw
	//surfaceparm nonsolid
	surfaceparm playerclip
	surfaceparm trans
}
textures/common/nodraw
{
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
}
textures/common/nodrawnonsolid
{
	surfaceparm nonsolid
	surfaceparm nolightmap
	surfaceparm nodraw
}
textures/common/nodrop
{
	qer_nocarve
	qer_trans 0.5
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm nodrop
}
textures/common/noimpact
{
	qer_editorimage textures/common/nolightmap.tga
	surfaceparm noimpact
}
textures/common/nolightmap
{
	surfaceparm nolightmap
}
textures/common/origin
{
	qer_nocarve
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm origin
}
textures/common/portal
{
	qer_editorimage textures/common/qer_portal.tga
	surfaceparm nolightmap
	portal
	{
		map textures/common/mirror1.tga
		tcMod turb 0 0.25 0 0.05
		blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		depthWrite
	}
}
textures/common/slick
{
	qer_trans 0.50
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nomarks
	surfaceparm trans
	surfaceparm slick
}
textures/common/terrain
{
	q3map_terrain
	surfaceparm nodraw
    surfaceparm nolightmap
	surfaceparm nomarks
}
textures/common/terrain2
{
	q3map_terrain
	qer_editorimage textures/common/terrain.tga
	surfaceparm dust
	surfaceparm nodraw
	surfaceparm nomarks
	surfaceparm nolightmap
}
textures/common/timportal
{
	qer_editorimage textures/common/qer_portal.tga
	portal
	surfaceparm nolightmap
	{
		map textures/common/portal.tga
		tcMod turb 0 0.25 0 0.05
		blendFunc GL_ONE GL_SRC_ALPHA
		depthWrite
	}
}
textures/common/trigger
{
	qer_trans 0.50
	qer_nocarve
	surfaceparm nodraw
}
textures/common/weapclip
{
	qer_trans 0.40
	surfaceparm nodraw
    	surfaceparm nolightmap
	surfaceparm trans
	surfaceparm nomarks
}
textures/common/metalclip
{
	qer_trans 0.40
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm noimpact
	surfaceparm playerclip
	surfaceparm metalsteps
}
textures/common/botclip
{
	qer_trans 0.40
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm noimpact
	surfaceparm botclip
}
//
// ydnar q3map lightgrid bounds
//
// the min/max bounds of brushes with this shader in a map
// will define the bounds of the map's lightgrid (model lighting)
// note: make it as small as possible around player space
// to minimize bsp size and compile time
//
textures/common/lightgrid
{
	qer_trans 0.5
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm detail
	surfaceparm nomarks
	surfaceparm trans
	surfaceparm lightgrid
}
Désolé mais il n'y a pas la fonction 
Spoiler :   
 
			
				Re: Quelques common "perdu" 
				Posté : 30 mars 2010, 20:08 
				par Zurg 
				Merci  
 
			
				Re: Quelques common "perdu" 
				Posté : 03 avr. 2010, 14:25 
				par leeks 
				Tu peux de nouveau mettre le petit "[Résolu]", si ton problème est résolu. (Cassedédi à Shaka)
			 
			
				Re: Quelques common "perdu" 
				Posté : 06 avr. 2010, 23:24 
				par sh4k4 
				Merci leeks... C'est un dur combat a mener...