For example, textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_001_path defined in
First problem, all of these 'path' textures display as the identical black and white alpha image in DR, so it's 100% guesswork as to what they might look like in game.
Next, when I make a patch and apply the above shader it doesn't even display in game. There's no indication whatsoever that I placed a patch with shader in the location.
At one point I copy/pasted a path from I think Bikerdude's Alberic (might be another FM) and it was actually a concatenation of two patches, a dirt_solid_nodraw texture on a patch cloned over a patch that'd been turned into a func_static (which seems to be necessary) with a shaderparm3 with value 0.9, and having a textures/darkmod/nature/grass/grass_edge/path/dirt/dirt_002_dark_path shader.
Is there any wiki or whatever that explains what's happening here?
eta: definitely shaderparm3 is essential to having the shader show at all. The wiki on shaderparm variables doesn't explain very well - why is it necessary on these paths and not on the decals I've applied, and transparent materials I've made? What should I keep in mind when giving it a value between 0 and 1?
The dirt_001_path is totally wrong for the area. Rats. And with no easy previews, the rats triumphant. Maybe I should make my own shaders for this kind of stuff.
Edited by The Wheezing Geyser, 15 August 2017 - 03:29 AM.