Shadow_stone Posted July 30, 2004 Share Posted July 30, 2004 hey, is there a way to get rid of the way (im not sure how to explain this but) The bespin and yavin water make a map/object all blue/green when it's near the water. Meaning the model in map becomes all blue when its near the water, (it kinda wrecks the image of it... so is there a way to somehow get rid of it ? The water in the commons isn't what i want (cuz of the way it moves) Maybe there is another shader that has the same water type effects as the bespon water but doesn't turn its serroundings all blue (or green for yavin water) Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 30, 2004 Share Posted July 30, 2004 Hmm... 1. Try a different water? 2. Modify the shader? Post the appropriate water shader here and maybe someone versed in shaders can figure it out *ie, not me* *lol* Link to comment Share on other sites More sharing options...
lauser Posted July 30, 2004 Share Posted July 30, 2004 This must befor JK2 game because that doesn't happen anymore with JA shaders that I'm aware of. Yes you may have to modify a shader and get rid of any FOG parameters. Link to comment Share on other sites More sharing options...
Shadow_stone Posted July 30, 2004 Author Share Posted July 30, 2004 textures/JediHome/water2 { qer_editorimage textures/JediHome/water1 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/JediHome/water1 blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA rgbGen exactVertex alphaGen const 0.2 tcMod scroll 0.005 0.01 tcMod turb 1 0.03 0 0.3 } { map textures/JediHome/water1 blendFunc GL_ONE GL_SRC_ALPHA rgbGen exactVertex alphaGen const 0.2 tcMod scroll -0.005 -0.01 tcMod turb 0 -0.03 0.5 -0.3 } } this is the water shader im trying to use for water, (it makes the water movements but its in a solid form, meaning its solid. What do i do to make it non solid? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 30, 2004 Share Posted July 30, 2004 Point 1 Originally posted by lauser get rid of any FOG parameters. Point 2, caulk the other sides of your brush (not the upper or undersides) with caulk_nonsolid... I believe. Link to comment Share on other sites More sharing options...
Shadow_stone Posted July 30, 2004 Author Share Posted July 30, 2004 alright well ill tell u my idea, it was to create a custom bancta tank, so when u neter the glass goes down as the water goes up, so all sides have to visible ... Link to comment Share on other sites More sharing options...
lauser Posted July 31, 2004 Share Posted July 31, 2004 Okay again is this for JK2? You didn't specify. Also, if you are using JK2 you need to use caulk_nonsolid for your brush then cover the TOP and BOTTOM of your brush with water texture. For JA game you use caulk_water for the brush and ONLY cover the top. Link to comment Share on other sites More sharing options...
Shadow_stone Posted August 3, 2004 Author Share Posted August 3, 2004 yeah sry this is for JA, but now how do i get rid of the WARNING:Texture has lightmap but no lightmap stage when i load the map that appears like 3 dozen times. (with that custom water texture) is there something i have to type in the shader? this is my shader textures/JediHome/water_1 { qer_editorimage textures/JediHome/water_1 surfaceparm nonsolid surfaceparm water surfaceparm fog surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting fogparms ( 0.115098 0.122157 0.0431373 ) 128.0 { map textures/JediHome/water_1 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/JediHome/water_1 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/JediHome/water_1 blendFunc GL_DST_COLOR GL_ONE tcMod scroll 0.05 0.1 tcMod scale 3 3 } { map textures/common/stars blendFunc GL_ONE GL_ONE rgbGen wave sin 0 1 0 0.5 } } Link to comment Share on other sites More sharing options...
Shadow_stone Posted August 4, 2004 Author Share Posted August 4, 2004 anybody know? this is the only thing preventing me from releasing my map... edit* alright nvm its good Link to comment Share on other sites More sharing options...
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