Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz

Full Version: [HELP] How do I make an .ent file so I can add some spawns w/o reco
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
How do I make an .ent file so I can add some spawns w/o recompiling.
I'd like to add some spawns to frankishtowerctf (2 or 3 in the toweritself). I'd like to do this through an ent file so I don't have to recompile.

What is the step by step process to do so?

Also:
if I made the shader quickfixfrankishleaves.shader with a copy of
the shader that is supposed to be in the jcrveg shader file (but
is sometimes overridden by older versions of the file) will that work correctly? (IE there will
be 2 copies of the same shader script but diff named, but the
scripts will be the same)
I dont undrstand the question with the shaders but can say when it when it should works:
1. Put your.shader in the scripts folder.
2. Write the name in the shderlist.txt
e.g.: evil
blabla...
your
3.use the textures
4.WRITE IN SHADERLIST BEFORE COMPILE AFER HAS NO EFFECT BECAUSE RADIANT LOADS SHADER WHILE COMPILING was my mistake XD

shader:

Code:
textures/chasm2/flatmetal2
{
    qer_editorimage textures/chasm2/flatmetal2.jpg
    cull disable
    {
        map textures/chasm2/flatmetal2.jpg
        tcgen environment
        blendFunc GL_ONE GL_ZERO
        rgbGen identity
    }
    {
        map $lightmap
        blendFunc GL_DST_COLOR GL_ZERO
        rgbGen identity
    }
}

textures/chasm2/flatmetal2 #name there can be anything
{
qer_editorimage textures/chasm2/flatmetal2.jpg
cull disable
{
map textures/chasm2/flatmetal2.jpg#the image which should be loaded by Gtk
tcgen environment
blendFunc GL_ONE GL_ZERO
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}

the other things i dont know really but has "q3ase" a shader editor^^
when you not have it:Homepage (download under contents)

Reference URL's