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How To Make Water?


Go to solution Solved by Circa,

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You need to create a shader that be read by radiant and by JA engine, during build process, and after, into the game.

the shader need to set water movement and reverb, fogcolor of underwater, texture path and... q3mapmaterial water parameter first of the specific stage about movement, turbing, scrolling, and lighting reflection effect of the liquid. :)

 

Example of a good water shader:

 

 

textures/general_terrain_temple/water_dark
{
// PHYSICAL PARAMETERS.
qer_editorimage textures/general_terrain_temple/water_dark5 <- texture using for brush in GTK radiant
surfaceparm nonsolid <- tell to engine water brush is not solid.
surfaceparm water <- tell to enginbe water surfaces making water splash effect, inside the brush players cannot breaths.
surfaceparm fog <- make foggy the water
surfaceparm trans <- make transparent the water
q3map_material water <- for building process, setting the creation of water as kind of mesh.
q3map_nolightmap
q3map_onlyvertexlighting
cull twosided <- water can be see by every angle of view.
// ANIMATIONS MAPS, MOVEMENT, AND LIGHTING PARAMETERS.
{
map textures/general_terrain_temple/water_dark3
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen identity
alphaGen const 0.2
tcMod scroll -0.05 -0.001
}
{
map textures/general_terrain_temple/water_dark4
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen identity
alphaGen const 0.2
tcMod scroll 0.05 0.001
tcMod scale 2.0 2.0
}
{
map textures/general_terrain_temple/water_dark3
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen identity
alphaGen const 0.2
tcMod scroll -0.005 0.05
tcMod scale 3.0 3.0
}
{
map textures/general_terrain_temple/water_dark4
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen identity
alphaGen const 0.2
tcMod scroll -0.005 0.1
tcMod scale 4.0 4.0
}
{
map textures/general_terrain_temple/ice1
blendFunc GL_ONE GL_ONE
rgbGen identity
alphaGen const 0.8
}
}

 

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