Tempust85 Posted February 10, 2014 Share Posted February 10, 2014 Ok so I've decompiled yavin1 to try and figure out how to do water. I can get it work, but I'm not getting the 'splashing' sounds when the player walks through the water. I don't see any triggers set up to play the sounds, so I must be missing something else? Link to comment
mrwonko Posted February 10, 2014 Share Posted February 10, 2014 I thought it was just a matter of using a water shader (such as the ones in common)? There may be more effects in SP than in MP. Link to comment
Solution Circa Posted February 10, 2014 Solution Share Posted February 10, 2014 Here is a very simple tutorial on how to make water. Is this how you did it? (Not a mapper here) Link to comment
Tempust85 Posted February 10, 2014 Author Share Posted February 10, 2014 Ok, that seems to work thanks @@Circa. Circa likes this Link to comment
Asgarath83 Posted February 10, 2014 Share Posted February 10, 2014 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 radiantsurfaceparm 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 watersurfaceparm trans <- make transparent the waterq3map_material water <- for building process, setting the creation of water as kind of mesh.q3map_nolightmapq3map_onlyvertexlightingcull twosided <- water can be see by every angle of view.// ANIMATIONS MAPS, MOVEMENT, AND LIGHTING PARAMETERS.{map textures/general_terrain_temple/water_dark3blendFunc GL_SRC_ALPHA GL_ONErgbGen identityalphaGen const 0.2tcMod scroll -0.05 -0.001}{map textures/general_terrain_temple/water_dark4blendFunc GL_SRC_ALPHA GL_ONErgbGen identityalphaGen const 0.2tcMod scroll 0.05 0.001tcMod scale 2.0 2.0}{map textures/general_terrain_temple/water_dark3blendFunc GL_SRC_ALPHA GL_ONErgbGen identityalphaGen const 0.2tcMod scroll -0.005 0.05tcMod scale 3.0 3.0}{map textures/general_terrain_temple/water_dark4blendFunc GL_SRC_ALPHA GL_ONErgbGen identityalphaGen const 0.2tcMod scroll -0.005 0.1tcMod scale 4.0 4.0}{map textures/general_terrain_temple/ice1blendFunc GL_ONE GL_ONErgbGen identityalphaGen const 0.8}} Tempust85 likes this Link to comment
eezstreet Posted February 10, 2014 Share Posted February 10, 2014 melt an ice cube. Tempust85, afi and Futuza like this Link to comment
MoonDog Posted February 10, 2014 Share Posted February 10, 2014 You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though. Tempust85 likes this Link to comment
Tempust85 Posted February 10, 2014 Author Share Posted February 10, 2014 They say the third time you like it. Link to comment
Szico VII Posted February 10, 2014 Share Posted February 10, 2014 caulk_water for the volume brush with a water shader applied to the top face. BOOM Link to comment
Futuza Posted February 10, 2014 Share Posted February 10, 2014 Hmm because I've never tried it, how does it work if it isn't in some kind of container? eg: a cube of water. Link to comment
Szico VII Posted February 10, 2014 Share Posted February 10, 2014 Just acts like a floating cube of water contained by invisible walls Futuza likes this Link to comment
Omicron Posted February 10, 2014 Share Posted February 10, 2014 You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though.Depends what your burn to make water Link to comment
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