Mr. Chopper Posted July 20, 2003 Share Posted July 20, 2003 Yeah, um hi....... I want to replace the mucky water in the yavin waterfall with the one in bespin, so I made a shader file... textures/misc/flowing1 { qer_editorimage textures/bespin/water2 surfaceparm slick surfaceparm metalsteps q3map_nolightmap q3map_onlyvertexlighting cull disable { map textures/bespin/water2 blendFunc GL_ONE GL_ZERO rgbGen exactVertex alphaGen const 0.9 tcMod scroll 0 -1 tcMod scale 3 3 } { map textures/bespin/water2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen const 0.33 tcMod scroll 0 -0.25 } { map textures/bespin/water2 blendFunc GL_DST_COLOR GL_ONE tcMod scroll 0 -0.15 tcMod scale 3 3 } } Now this is almost an exact replica of yavin.shader, the waterfall portion except where I replaced all the yavin/water stuff with bespin/water2. Now my new "shader" will show up in radiant, but when I compile and test, all I get are gridlines. Helllp!! Link to comment Share on other sites More sharing options...
zeimi Posted July 21, 2003 Share Posted July 21, 2003 Isn't this about the pure server thing? Try sv_pure 0 or packing necessary files to pk3. Link to comment Share on other sites More sharing options...
zeimi Posted July 21, 2003 Share Posted July 21, 2003 Bah, double post. And now I now the reason for it... Link to comment Share on other sites More sharing options...
wedge2211 Posted July 21, 2003 Share Posted July 21, 2003 You should put the shader file into a .pk3. set sv_pure 0 is a temporary solution. Also, whenever you compile with a new shader file, you must add that shader filename to shaders/shaderlist.txt, which you will find in your base folder. Link to comment Share on other sites More sharing options...
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