how can i add slick 2 an ase model?


(blue2002) #1

i did something like this, but its not really working

models/aaa/f-zero
{
surfaceparm slick
q3map_splotchfix
q3map_nonplanar
q3map_forceMeta
q3map_shadeAngle 120
q3map_clipModel
q3map_lightmapSampleOffset 4.0

{
map models/aaa/f-glass.tga

}
{

 map $lightmap
  blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap 

}
}


(kat) #2

You can’t I’m afraid. There’s something about those particular shaders that don’t like being placed on models, you get the same problem when trying to use ‘clip’ textures. I think it has somethng to do with brush ‘volumes’ rather than polygon faces.


(Szico VII) #3

why dont you just cover it in the system/slick shader instead of applying it directly to the model?


(carnage) #4

why dont you just cover it in the system/slick shader instead of applying it directly to the model?

it could be an ASE for terrain perhaps and make it very difficualt

when you compile your model you could set spawnflag 2 and see if the auto clip keeps the slick surface peram. that will only work if you are using a misc_model i think for a mobile objective you need to have slick in the clipping brushes rather then the model itself