Jump to content

Water Brush and Shader Problems As Well As Assorted GTK Radiant Quirks


Recommended Posts

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

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

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

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...