Mr. Chopper Posted July 20, 2003 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!!
zeimi Posted July 21, 2003 Posted July 21, 2003 Isn't this about the pure server thing? Try sv_pure 0 or packing necessary files to pk3.
wedge2211 Posted July 21, 2003 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.
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