___ACROBAT___ Posted December 21, 2006 Share Posted December 21, 2006 -------------------------------------------------------------------------------- Ok, I got this water shader from another map, and I’ve tried to make it work a dozen times yet I’m still having problems with it. The second part of the shader is some sort of overlay that sits\affects only the surface if I understand it correctly. As far as I can tell the overlay part of it works perfectly. I put a brush coated with overlay up in the air to see if the lava worked and it seemed to work and flow and move and all. The first part of the shader on the other hand acts weird. The first thing I find odd about it is that in no part does it reference a texture. The only values I can plug in are the part for the image editor and a name for it gtk. Yet when I see it ingame I can see it resembles water that I can stand on yet it also has a missing\texture\gridlines with water kinda running over the gridlines, and the teamoverlay overtop of that. Any ideas? (shader 1) ------------------------------------ textures/beach/firstlava { qer_editorimage textures/beach/lavashader qer_trans 0.75 surfaceparm nomarks surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm fog surfaceparm trans q3map_material Water q3map_onlyvertexlighting fogparms ( 0.113725 0.137255 0.380392 ) 1024.0 cull back deformvertexes wave 100 sin 1 2 2 0.6 { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } (shader 2) ---------------------- textures/beach/lavaOverlay { qer_editorimage textures/beach/firstlava qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks surfaceparm nodlight surfaceparm nonsolid surfaceparm trans q3map_nolightmap cull disable deformvertexes wave 100 sin 1 5 2 0.6 { map textures/beach/firstlava blendFunc GL_ONE GL_ONE tcMod scroll 0.007 0.005 tcMod turb 1 0.07 1 0.01 tcMod stretch noise 1 0.01 0 0.02 } } Link to comment Share on other sites More sharing options...
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