I'm sorry to bug you guys again :giggle: but my water shader isn't working. I got this off of map craft, but it doesn't work. Anybody have ideas? textures/soopermap/zwater1 { qer_editorimage textures/soopermap/zwater1 sort banner qer_trans 0.8 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm more water q3map_material Water tessSize 128 deformvertexes normally 0,1 1.85 deformvertexes wave 128 sin 0 1 0,3 2 { map textures/soopermap/zwater 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 } { map textures/soopermap/env_zwater tcGen environment rgbGen const (0,5,0,4,0.4) blendFunc GL_ONE GL_ONE } { map textures/soopermap/env_zwater tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } }
What is not working? Does the image work but does it appear as it should? Does the image get the "missing texture/shader" ingame? Do you get a HOM effect?
Here are some points that you mightve missed.
If you didnt do pk3 make sure that you did this: Write the shadername in the shaderlist Write "SV_Pure 0" in the console before you devmap your map.
And the textures has to be the power of 2. This means that they have to be a certain size in pixels. The available sizes are 2,34,8,16,32,64,128,256,1024,2048 etc.
If this doesnt work try changing the first "textures/soopermap/zwater1" line to "textures/soopermap/zwater1apply". Then, in the texture browser choose the "Zwater1apply" to the watersurface instead.
First of, you walk right through it. And its a missing texture. I made it a pk3 file, and I can't get it to work :\ EDIT: And for some reason it wont load through the shaderlist, only through the name of the folder the texture is in o.o
Did you do the mapping choices that I told you to? The one with the changing of the name?
To be sure that a texture has a shader, look for a small white frame around the texture in the texturebrowser. And use q3map2_tesssize instead of normal tesssize.
I also noticed that you have 2 deformvertexes commands. Delete the "normally" one.
And by missing texture you mean the White and grey grid? Check the compilelog for any missing textures.
Yes, I did the mapping choices, and I saw a white frame, but it didnt show, I got the gray and white grid. Getting rid of normal vertex line.
I got that grey and white grid crap with xp and service pack 3.
None of the maps I had with water would display right. I fixed mine by rolling back to sp2.
I am sure there is a fix but haven't found one yet.
Um, my previous shaders worked with SP3 >_>
My shader isn't even loading when I try to in GTK. (1.4, mind you.) And yes, I added it to shaderlist.txt. EDIT: I needed this to show you >_> textures/soopermap/zwater2 { qer_editorimage textures/soopermap/zwater1 sort banner qer_trans 0.8 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm water q3map_material water deformvertexes wave 128 sin 1 0.3 2 } { map textures/soopermap/zwater1 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 } { map textures/soopermap/zwater1 tcGen environment rgbGen const (0,5,0,4,0.4) blendFunc GL_ONE GL_ONE } { map textures/soopermap/zwater1 tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } }
Can you upload the texture somewhere here so that I can see it please?
And when you compiled, did you see any errors at all?
Note compile, not console.
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