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Solid Water Problem


Silverhawk2000

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Hi All,

 

I have been testing the water / slime shaders and can not get it to work all the time.

 

Sometimes when I compile, I creats the water / slime properly, other times it becomes solid.

 

And yes I am using system/caulk_nonsolid and only texturing the top and bottom face.

 

It's a real pain. Has anyone got their water to compile all the time, or do you experience the same (liquid this compile - solid the next) error.

 

What a pain. I am this " close to forgetting about the damn water all together.

 

:cool:

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I have the problem too. I got a solution but didn't try yet. :)

 

They say the problem is that the first face in the map file decides the volume properties of a brush. So they say I have to make a special caulk brush wich has the "surfaceparm water" line in it and cover the sides with that shader.

 

I don't know... I'll try it when it will be important. :D

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Originally posted by Leslie Judge

...They say the problem is that the first face in the map file decides the volume properties of a brush....

 

That's interesting that the compiler would work that way.

 

Anyhow, after playing around a bit I noticed that in the system directory (where system/caulk is) that there are 3 No Draw Textures

 

nodraw

nodraw_solid

nodraw_slime

 

I used nodraw_slime and textured top and bottom with the slime shader and it worked fine.

 

I used nodraw and textured top and bottom with water2 and it worked fine.

 

(With you are submerged in both of these and look up the surface of the liquid is black, but I don't care about that aspect)

 

Slime is the first one I want to use in my map because I want to create a pool of toxic effluent that is connected to a sort of pumping station.

 

The other I might want is a good Lava Effect, used to simulate vats of molten metal, like in a foundary for example.

 

I will have search the fourms about the Lava shader. If you know of one please let me know.

 

:cool:

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I know there's a flowing lava shader, just don't remember where.

 

Anyways, you can't avoid the solid water problem. It's a bug in the Q3 vis process. What happens is, it renders the surfaceparm normally with all the transparencies, but it overlooks the fog and non-solid part of the shader code. What ends up happening is you get solid water with blackened surfacing.

 

You just have to recompile until it works correctly.

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Originally posted by Karshaddii

There's your first prob right there---don't caulk water/slime shaders. Please--it's not necessary.

 

If you don't use caulk as the initial texture for the brush (for the water volume), then what is the proper one that is supposed to be used for the overall brush?

 

:cool:

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If you want invisible sides on a water brush, you'll need to make a "water caulk" shader. Basically it has all the properties of a normal water shader, minus any shader stages, plus nodraw.

 

Recompiling a map over and over until it works is not the right way to fix it.

 

y

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I agree with the compiling part but wtf is a water caulk? I've heard ("*caulk, nodraw blah blah......*") caulk_nonsolid but not water caulk

 

Originally posted by ydnar

If you want invisible sides on a water brush, you'll need to make a "water caulk" shader. Basically it has all the properties of a normal water shader, minus any shader stages, plus nodraw.

 

Recompiling a map over and over until it works is not the right way to fix it.

 

y

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Originally posted by ydnar

If you want invisible sides on a water brush, you'll need to make a "water caulk" shader. Basically it has all the properties of a normal water shader, minus any shader stages, plus nodraw.

Recompiling a map over and over until it works is not the right way to fix it.

y

 

Did you read this somewhere or have you created a "water caulk" shader yourself? If so, consider posting the shader here because I know that many people have come across this problem where liquids become solids. That is, the surface moves, but you can stand on top of it.

 

For now I will try sematriclen's suggestion an try caulk_nonsolid.

 

I agree that 'Recompiling a map over and over until it works is not the right way to fix it.' It would be nice to hear from someone who can definitively say that they have the answer and that they have never had the problem of a liquid (Water, Slime, Lava, etc) go solid on them.

 

:cool:

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Originally posted by yangyan

I agree with the compiling part but wtf is a water caulk? I've heard ("*caulk, nodraw blah blah......*") caulk_nonsolid but not water caulk

 

Okay, ydnar the q3map god explained right in that post what a "water caulk" shader is: you take a water shader, strip out the code for the shader stages (the textures displayed), and add nodraw.

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So Wedge2211, take the slime shader for example, If I wanted to create a nodraw version for the sides of the slime brush I would take the original code below...

 

textures/imp_mine/slime

{

qer_editorimage textures/imp_mine/slime

surfaceparm water

surfaceparm fog

surfaceparm trans

sort seeThrough

fogparms ( 0.32549 0.635294 0.0156863 ) 256.0

deformvertexes wave 100 sin 1 2 0 0.25

{

map textures/imp_mine/slime

blendFunc GL_ONE GL_ONE

rgbGen wave noise 0.5 0.1 0 25

tcMod turb 1 0.05 -1 0.05

tcMod scroll 0.01 -0.025

tcMod stretch noise 1 0.01 0 0.05

}

{

map textures/imp_mine/slime

blendFunc GL_ONE GL_ONE

rgbGen wave sin 0.25 0.1 0.5 1

tcMod scroll 0.05 0.05

tcMod turb 1 0.1 1 0.005

tcMod stretch noise 1 0.01 0 0.05

tcMod scale 0.5 0.5

}

{

map $lightmap

blendFunc GL_DST_COLOR GL_SRC_COLOR

}

}

 

----------------------------------------------

And Create the Following

----------------------------------------------

 

textures/imp_mine/slime_nodraw

{

qer_editorimage textures/imp_mine/slime

surfaceparm nodraw // ** Added Nodraw **

surfaceparm water

surfaceparm fog

surfaceparm trans

sort seeThrough

 

// Note: Two below may not be needed

fogparms ( 0.32549 0.635294 0.0156863 ) 256.0

deformvertexes wave 100 sin 1 2 0 0.25

}

 

 

As an observation, I don't think I would need

 

fogparms ( 0.32549 0.635294 0.0156863 ) 256.0

deformvertexes wave 100 sin 1 2 0 0.25

 

For example deformvertexes is that cool wave effect where the surface of the liquid sloshes back and forth.

 

I've been experimenting with shaders lately and am learning a lot (by examining the existing shaders, and tinkering) I did create a slime shader that causes the slime to flow downwards. I am currently using it on some pipes that are spewing effluent into a toxic slime pit. Yummy. If you ignore the fact that the flow is a round cylinder (a 20 sided brush, not a actual cylinder) it looks ok.

Only thing I have to still figure out is how to make it non-solid. I also threw some trigger_hurts around it. Ouch... It burns.. It burns... :)

 

For that matter, I should be able to use this shader for any liquid.

Just keeping in mind that

 

qer_editorimage textures/imp_mine/slime defines the image that I see in the editor (not the game).

 

I'm at work, so I have not yet tried the above shader, but hopefully it will work.

 

 

:cool:

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