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Problems with custom shaders


riceplant

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While on holiday, I read through the Q3A shader manual. Upon arriving back, I tried to implement a simple modified shader:

textures/frigate/water_moving
{
qer_editorimage	textures/frigate/water1_arrow
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/bespin/water1
       blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
       rgbGen exactVertex
       alphaGen const 0.2
       tcMod scroll 1.005 0.01
       tcMod turb 1 0.03 0 0.3
   }
   {
       map textures/bespin/water1
       blendFunc GL_ONE GL_SRC_ALPHA
       rgbGen exactVertex
       alphaGen const 0.2
       tcMod scroll 9.995 -0.01
       tcMod turb 0 -0.03 0.5 -0.3
   }
}

However, when I load up the frigate texture set, the shader does not appear, yet the arrow does (The arrow is to indicate the direction of movement). Naturally, I then used the surface inspector to load up my shader manualy. However, the editor now displays the 'shader not found' graphic (Not a huge surprise), and the game displays the texture just fine, with one small complaint: It's completely solid. As some may notice, this shader is simply 'textures/baspin/water2' with a new editorimage and diffecent tcMod values. Can anyone help me with either problem (Shader not loading in editor, or brush solid in game)?

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if it doesnt load it as a shader in the editor that means it wont make it work correctly when you compile your map. So that is the answer to it not being right in the game. You have to add shaders to the shaderlist.txt file when using JA. So make sure you did that.

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