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Marzgog

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I am doing everything according to most tutorials: i do the brush i want to be the water, i put the nodraw texture on all other sides than the top. Then i put a SHADER on the top, those with the white borders, right?... ...Now, i make a .pk3 file, with the compiled map, my nice cat pic texture to personalize the main hall a bit, the water texture/shader and the .arena file in they're allocated folders, i even tried to add a shaders folder with the shaderscripts to make it work, but, no... in-game it shows up as a grate-like texture, but it is not solid, it acts like water i can hop in it, but it looks like something it creates by default when it doesn't find the right texture... ...therefore, i must ask if i have to put the water shader file in a defferent folder, and why it doesn't find the basic bespin/water1 shader without it being in any folder?

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i've had some trouble with water as well, heres how i did it:

make the water brush, make the sides "caulk_nonsolid" tex. and the top and the bottom the water texture you want.

 

it did work for me, the only problem was my water brush was in a weird shape so it confused the engine, so its best to stick to the generic square shape.

 

as for the nodraws, but those where two different water brushes meet

 

hope this helps

 

-Pajama Sam

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Thank you, Sam...

Wudan: i read the bubba tutorial on planetquake.com, it was giving me false information about how it works, atleast it was not correct in terms of jediknight2.

I read Rich Diesal's tutorial, he had a good in-depth tutorial anout liquids and fog, i am much smarter now, thank you.

 

BTW, tell me, when i put one of those sky textures that are in radiant textured plainly as the black text "sky" on a white ground, what does it create??

 

Wudan: i dont get the order in this forum, in the editing central of these forums it describes the General Editing forum as follows

 

General Editing

General questions, comments, tips and tricks for those destined to expand the world of Jedi Knight II. Focus: Modeling, Skinning, Coding, and more.

 

So i got a bit perplexed, but if it is more correct I will post questions like these in the Mapping/Levels forum... sorry to bother you.

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I'm sorry if I came across as rude / bossy. One trick that I've learned is to make a shader that is caulk, and has the same properties as your water shader (ie, same wavy surface), but I've never had to use it, so I can't attest to it.

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