Another shader problem...water this time o.o -1 reply

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SniperTheSpy

Slightly cooler than a n00b

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26th February 2008

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#1 10 years ago

I got this shader from map craft, and i edited some of the stuff such as the paths, but thats it. Can anyone tell me whats wrong? EDIT : the texture doesnt show up ingame, and neither does it's ''water'' attributes o.o textures/sniperwater/water99 { qer_editorimage textures/sniperwater/water99 sort banner qer_trans 0.8 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm water q3map_material Water tessSize 128 deformvertexes normally 0,1 1.85 deformvertexes wave 128 sin 0 1 0,3 2 { map textures/sniperwater/water99 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const (0.5 0.5 0.5) alphaFunc GE128 alpha towards const 1.0 tcmod scroll 0 -0.25 } }




Guest

I didn't make it!

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#2 10 years ago

Is the waterbrush covered with caulk_water except for the surface? Is the texture the power of 2, which means its the size 512x512, 256x256, 1024x1024 or similar to that?

If you didnt make a pk3, make sure you write "Sv_pure 0" before you map/devmap your map.




SniperTheSpy

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26th February 2008

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#3 10 years ago

I didnt use caulk_water, didnt think i needed to. And it is 256x256, and i made a pk3.




Guest

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#4 10 years ago

Use caulk water on every surface of the brush except for the top surface. Try using this shader instead:

textures/sniperwater/watershader { qer_editorimage textures/sniperwater/water99 sort banner qer_trans 0.8 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm water q3map_material Water tessSize 128 deformvertexes normally 0,1 1.85 deformvertexes wave 128 sin 0 1 0,3 2 { map textures/sniperwater/water99 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const (0.5 0.5 0.5) alphaFunc GE128 alpha towards const 1.0 tcmod scroll 0 -0.25 } }

Simply I changed the radiant name, and now you will probably have 2 textures, whereas one of them is named "Watershader". You should use that one. To make sure that the shader works, check for a little white frame around the texture..




SniperTheSpy

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#5 10 years ago

Alright, ill go try it. EDIT : Fail, its not working.




SniperTheSpy

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#6 10 years ago

Nevermind. I fixed it.




NAB622

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#7 10 years ago

Aaaand........what did you do that fixed it? Please share so we knows. Generate public knowledge so that people can search and get their answers. :D




SniperTheSpy

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#8 10 years ago

Um. I'm actually not sure what I did >_< But this is what I have now if it helps. textures/sniperwater/sniperwater2 { qer_editorimage textures/sniperwater/sniperwater1 qer_trans 0.8 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm fog surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting fogparms ( 0.113725 0.137255 0.380392 ) 1024.0 { map textures/sniperwater/sniperwater1 blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA rgbGen exactVertex alphaGen const 0.2 tcmod scroll 0 -0.25 tcMod turb 2 0.23 0 0.4 } { map textures/sniperwater/sniperwater1 blendFunc GL_ONE GL_SRC_ALPHA rgbGen exactVertex alphaGen const 0.2 tcMod scroll -0.005 -0.01 tcMod turb 0 -0.23 0.5 -0.4 } } Deformvertexes didnt seem to do anything.




The One and Only

I R Scary Eyeball

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29th January 2004

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#9 10 years ago

use "q3map2_tesssize", instead of "tesssize", then recompile your map.




SniperTheSpy

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#10 10 years ago

I'll be sure to go do that......o.o




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