Ögütschü Posted April 15, 2004 Posted April 15, 2004 Hi. I've tried to create a water-shader with the properties of glass (shine, transparent etc.), just as water. So, my water got glass :/ it's solid and there are no plash-sound and so on. Perhaps, you may help me? That's my shader: textures/matrix/water { qer_editorimage textures/matrix/water1.tga q3map_tesssize 64 qer_trans 0.1 surfaceparm nonopaque surfaceparm nonsolid surfaceparm water surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting { animmap 8 textures/matrix/water1.tga textures/matrix/water2.tga textures/matrix/water3.tga blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } { map textures/matrix/glass_shine3 blendFunc GL_ONE GL_ONE tcGen environment } } where is the mistake Thanks. Greetz, SeRig (known as the German mapper 'Thrawn').
WadeV1589 Posted April 15, 2004 Posted April 15, 2004 Does the shader actually work? I mean can you see the animmap with the shiny surface on top of it? If that's the case have you remembered to add your .shader file to shaderlist.txt; it needs to be in there otherwise the brushes with that texture on will not be compiled as water. You should also add surfaceparm water in there; I'm not sure if it's deprecated now but add it just incase. Oh yeah and seen as it's water sort seethrough Also remember to make a brush in system/caulk_water then texture the top surface with your shader - that's just to for FPS and so on but it's good to do it!
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