zeimi Posted April 25, 2004 Share Posted April 25, 2004 I tried to create water with deformvertexes wave. The waves look pretty nice but the water doesn't feel water meaning it's impossible to swim in it (player trying to swim falls to the bottom of the pool). I used the following shader code, which works wonders if the red line is removed: textures/jedi/water { qer_editorimage textures/yavin/water1 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm fog surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting fogparms ( 0.145098 0.192157 0.0431373 ) 512.0 deformvertexes wave 50 sin 0 2.5 0 0.35 { map textures/yavin/water1 blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA rgbGen exactVertex alphaGen const 0.9 tcMod turb 0 0.08 0.04 0.08 tcMod scroll -0.05 -0.001 tcMod scale 3 3 } { map textures/yavin/water1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen const 0.33 tcMod turb 0 0.08 0.04 0.08 tcMod scale 3 3 } { map textures/yavin/water_test blendFunc GL_DST_COLOR GL_ONE tcMod scale 3 3 tcMod scroll 0.05 0.1 } { map textures/common/stars blendFunc GL_ONE GL_ONE rgbGen wave sin 0 1 0 0.5 } } Is there something I should fix or does anyone have a working waving water shader? Link to comment Share on other sites More sharing options...
jon_hill987 Posted April 25, 2004 Share Posted April 25, 2004 I cant really help you but In parts of ST: Voyager Elite Force, there was water with waves that you could swim in and that was done with Q3 so it should be possable in JA. Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 25, 2004 Share Posted April 25, 2004 Make a brush covered in system/caulk_water then texture the top face only with this shader...remember to add the name of the shader file to shaderlist.txt in order for Q3Map2 to actually recognise it's a shader and compile it as water as well! Link to comment Share on other sites More sharing options...
ros_Exo Posted April 25, 2004 Share Posted April 25, 2004 well I saw this mod that you use hydroball look at Dragon ( its a map) it uses it in the water:p Link to comment Share on other sites More sharing options...
zeimi Posted April 25, 2004 Author Share Posted April 25, 2004 Thank you Wade, that did the trick! Link to comment Share on other sites More sharing options...
Chewie Bakker Posted May 3, 2004 Share Posted May 3, 2004 Wavey water'd be cool. The Force will be with you, always. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted May 5, 2004 Share Posted May 5, 2004 So, what does caulk_water do? I didnt think it mattered, untill someone made a comment on my Dark Crypt map, saying "I noticed you didnt use Caulk_water" or something like that... how could he know? Does the water 'act' better, look better, what? Link to comment Share on other sites More sharing options...
zag Posted May 5, 2004 Share Posted May 5, 2004 i think its cos on the sides of the water brush you can see the water shader Link to comment Share on other sites More sharing options...
EvilJedi Posted May 6, 2004 Share Posted May 6, 2004 I'm pretty sure it's for the splashing part or the drowning that you use system/caulk_water, just like you need to use system/caulk_lava the same way. Zeimi used system/caulk_nonsolid im pretty sure, which is what people believe you should do because Richdiesal says you should do this. Trust me it just makes the thing... well... nonsolid... I think this worked in JK2 but I'm not sure since I never mapped for JK2 Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 6, 2004 Share Posted May 6, 2004 caulk_water ensures the brush will act as water, caulk_lava will ensure the brush will act as lava. If you use caulk_nonsolid or nodraw then there is a chance that the brush will come out just being nonsolid with one surface looking like water but the entire brush not acting like water. Link to comment Share on other sites More sharing options...
EvilJedi Posted May 7, 2004 Share Posted May 7, 2004 I think the "acting like water" in some cases comes from the water shader Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 7, 2004 Share Posted May 7, 2004 Where else would it come from....? Link to comment Share on other sites More sharing options...
GothiX Posted May 7, 2004 Share Posted May 7, 2004 From pie. Mmmmm, pie! ..what? Link to comment Share on other sites More sharing options...
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