DarthDementous Posted March 29, 2014 Share Posted March 29, 2014 Well hello there gentlemen, Basically I made a water shader that worked okay but still needs to be optimized for the current setting of an underwater base, as it was previous outside so it was all weird and glowy. textures/float/water1 { qer_editorimage textures/float/water1.jpg qer_trans 0.75 sort banner surfaceparm water surfaceparm nonsolid surfaceparm nomarks surfaceparm trans q3map_material water q3map_tessSize 512 deformvertexes normal 0.1 0.1 deformvertexes wave 64 sin 0 0.5 0.2 1 { map textures/float/waterenvmap1 tcGen environment blendFunc GL_ONE GL_ONE } { map textures/float/skyenvmap1 tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/float/skyenvmap1_sun tcGen environment rgbGen const ( 1.00 0.95 0.79 ) blendFunc GL_ONE GL_ONE glow } } I was wondering if by replacing the skymapenv1 picture with a view of what the environment at the top of the water brush will look like (in this case an x-wing in a bay) will fix this? Now onto the big painful ass thing that has been plaguing my GTK Radiant. Whenever I create a brush for a water brush I texture it entirely in caulk_water then texture the top and bottom faces with the water texture I want to use. HOWEVER. Sometimes only one little pool of water actually functions like water other times they're both like regular old stiff brushes and I have no idea how to fix that. Also sometimes there are pieces of brush missing ingame but not from the editor so what's up with that? Bit of a jumbled post I know but some help would be greatly appreciated. Link to comment
Pande Posted March 29, 2014 Share Posted March 29, 2014 If I remember correctly (I may be wrong I haven't used water in like 6 years) water brushes must be square (just like fog brushes) to act properly. And yep, make sure it's caulk water ALL over it. Using clip tool for example could screw this up without you noticing. To be safe, just select all the water brushes (MMB on their texture, shift + a, invert selection (i), hide (h) ) and reapply caulk_water to all of them, and then reapply the water shader to their top faces. edit: by square I mean no angles to any faces Link to comment
Boothand Posted March 29, 2014 Share Posted March 29, 2014 If I remember correctly (I may be wrong I haven't used water in like 6 years) water brushes must be square (just like fog brushes) to act properly. Actually I have a functional 8 sided water brush in my map, so that shouldn't be a limitation. Link to comment
DarthDementous Posted March 30, 2014 Author Share Posted March 30, 2014 Yeah that's definitely not it because it's a big rectangle that clips through the areas that need water in it Link to comment
Pande Posted March 30, 2014 Share Posted March 30, 2014 Hrm. Maybe it was just that the top face needs to be (which would make sense, I guess). The fog used when under water is the same as the fog used in a traditional fog shader, though, so that may be buggy if you use oddly shaped brushes. I know for sure fog volumetric fog can't be strange brushes Boothand likes this Link to comment
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