Langerd Posted November 17, 2014 Share Posted November 17, 2014 I mean i want to make a waterfall but it doesnt work... I cant go through the water and i cant shoot neither. Link to comment
Asgarath83 Posted November 17, 2014 Share Posted November 17, 2014 Post here your water shader Link to comment
Langerd Posted November 17, 2014 Author Share Posted November 17, 2014 textures/h_evil/lakewater{ qer_editorimage textures/h_evil/wfn2 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water cull twosided { map textures/h_evil/wf3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0.03 -0.13 } { map textures/h_evil/wfn2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod stretch sin 1 0.02 0 0.1 tcMod turb 1 0.02 0 0.15 tcMod scroll -0.03 -0.1 } { map textures/h_evil/waterf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod turb 1 0.03 0 0.12 tcMod scroll 0 -0.17 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO }} In fact this is the offical shader from h_evil shader Link to comment
Szico VII Posted November 18, 2014 Share Posted November 18, 2014 Is it actually on a patch mesh? Link to comment
Langerd Posted November 18, 2014 Author Share Posted November 18, 2014 Yep ... but the other textures that should work they dont work neither... I am sure 100% sure because i have convert one Bsp campaign mission and checked all patches with gradient light that in game are non soild... But on my map... it doesnt work Link to comment
Asgarath83 Posted November 19, 2014 Share Posted November 19, 2014 What kind of Build you use?-meta, -vis, - light -faster ... Link to comment
Tempust85 Posted November 19, 2014 Share Posted November 19, 2014 Patches aren't solid at all, so you must be using brushwork, a model or have phys clip/player block there. Link to comment
ensiform Posted November 20, 2014 Share Posted November 20, 2014 You sure about that? I don't recall having to add a clip to make them solid in every case... Tempust85 likes this Link to comment
Langerd Posted November 20, 2014 Author Share Posted November 20, 2014 Patches aren't solid at all, so you must be using brushwork, a model or have phys clip/player block there.But is it weird that i cant shoot throught the waterfall? And i cant get throught it? D: The same with the light... If i use the gradient light on the patch and compile my map the shooted rockets explode into the light!!! This is strange :S Anyway the same with the water ... I wanted to make a lake and add the waterfall texture and still... doesnt work. So i copied the orginal shader from assets and add this line in my own shader file ... and guess what? The water worked... I mean the water made of the default brush material Link to comment
Tempust85 Posted November 20, 2014 Share Posted November 20, 2014 I was totally thinking of something else, ignore my post. Not sure how you'd make a patch non solid though, but you could make a model instead and have it not solid. Langerd likes this Link to comment
Langerd Posted November 21, 2014 Author Share Posted November 21, 2014 This is a very good idea! But i have only the one question... Shaderlist read the shader from shader folder that is in base folder only? Or it read the shaders from assets too? Maybe i will put all the game shaders in the shader folder and it would work Link to comment
Asgarath83 Posted November 23, 2014 Share Posted November 23, 2014 This is a very good idea! But i have only the one question... Shaderlist read the shader from shader folder that is in base folder only? Or it read the shaders from assets too? Maybe i will put all the game shaders in the shader folder and it would work it's a problem of path. you have used a wrong path for the radiant engine, so radiant not read the shaders and not build the light and water as need to build. fix the path in the options and make another build. shoulb be works. into the build process you can see the error list. or almost with me that happen for this reason.the other reason is that probably your radiant not read the shaderlist file, when start the build check the "enter shader" voice at the start of prompt process. My radiant is strange, not read by the folder of gamedata\base , i have exported ALL contains of the pk3 file in a folder called base inside the gamedata \ base folder. and my radiant read by the gamedata \ base \ base >_> i got also the shaderlist.txt into the shaders folder. Link to comment
Langerd Posted November 23, 2014 Author Share Posted November 23, 2014 it's a problem of path. you have used a wrong path for the radiant engine, so radiant not read the shaders and not build the light and water as need to build. fix the path in the options and make another build. shoulb be works. into the build process you can see the error list. or almost with me that happen for this reason.the other reason is that probably your radiant not read the shaderlist file, when start the build check the "enter shader" voice at the start of prompt process. My radiant is strange, not read by the folder of gamedata\base , i have exported ALL contains of the pk3 file in a folder called base inside the gamedata \ base folder. and my radiant read by the gamedata \ base \ base >_> i got also the shaderlist.txt into the shaders folder. Ok but the strange fact is this i have a good paths D: it reads from the base folder but it doesnt read from the assest from some reason... Link to comment
Asgarath83 Posted November 24, 2014 Share Posted November 24, 2014 Ok but the strange fact is this i have a good paths D: it reads from the base folder but it doesnt read from the assest from some reason...you need to unpack ed extract all contains of PK3 files. :\I use the base\base tecnique so the material used for modding not altered the base assest of JKA overwriting oar adding texture or shader etc. i need a pure game for test my mod. Link to comment
Szico VII Posted November 24, 2014 Share Posted November 24, 2014 You will need the shader name included in shaderlist.txt to make q3map2 process it properly. Link to comment
Langerd Posted November 25, 2014 Author Share Posted November 25, 2014 /////////////////////////////////// // // // **** Clean Shaders **** // // Nov. 7th, 2003 // // By Astrocreep // // ------------- // // For Level Editing info: // // www.map-center.com // // ------------- // // For GtkRadiant Updates: // // www.qeradiant.com // // // /////////////////////////////////// bespinbountybysscairncommondangerdecalsdesertdoomgiverfactoryflaresfogsh_evilhothimp_mineimpdetentionimperialjnegretetestkejimkorribanmodelsmpnarshaddaanar_streetsquicktriprailrbettenbergtestriftrocky_ruinsrooftopsandcrawlersiegeskiesstusystemtaspirtestsvjunwedgeyavin Mus kor sarn fogi cloudy lodziarnia This is my shader list ... The shaders which are mine -Mus kor sarn fogi cloudy lodziarnia They works fine. But only two of them are in the folders... the rest are in pk3 files and they works fine D: The shaders the default ones wont work for some reason... i mean the shaders like glowing light works. The same with the glass or lava. But fogs doesnt work and water shaders from H_evil map (map with nogris...). I copied a water shader and paste it in my shader file and it worked... even for patch wchich is non solid (i can shoot and walk through it). This confuse me O.o . I think i should put all the shaders from assets in shader folder and see it will works. PS I have assets from jk2 and assets from jk3. I changed the name of the assets for jk3. Is this a big problem? Link to comment
Tempust85 Posted November 25, 2014 Share Posted November 25, 2014 Something I've noticed that's different from SP is that you cannot have your assets loose in folders in MP, you need to have them in PK3. Link to comment
Vulcan Posted November 25, 2014 Share Posted November 25, 2014 ^ /sv_pure 0 would solve that DT85 Just add a sv_pure 0 cmd in a autoexec config file Just a thought, it might have to do with the compiler not being able to read the shader files. JKA might handle the file ok, but q3map skips the surfaceparms. So ingame it looks like water, but doesn't have its properties Tempust85 likes this Link to comment
Tempust85 Posted November 25, 2014 Share Posted November 25, 2014 I noticed you don't have "yavin Mus kor sarn fogi cloudy lodziarnia" on their own lines, might make a difference. Link to comment
Asgarath83 Posted November 25, 2014 Share Posted November 25, 2014 mmm, in my PK3 some of texture used in the shaders for H_evil water are missing. An my game is original. O.olook in the textures folder of your assest pk3. maybe it not work because some texture is missing. i not understand why works fine for original game and not for modding O.o Check if you have that textures inside your h_evil folder in assest1.pk3 textures/h_evil/lakewatertextures/h_evil/wfn2textures/h_evil/wf3textures/h_evil/waterf1 If someone is missing, water is solid because a stage of shader is missing T_T you can see the water moving, the water static, or a whited grey squared grid? O.o Link to comment
Langerd Posted November 25, 2014 Author Share Posted November 25, 2014 mmm, in my PK3 some of texture used in the shaders for H_evil water are missing. An my game is original. O.olook in the textures folder of your assest pk3. maybe it not work because some texture is missing. i not understand why works fine for original game and not for modding O.o Check if you have that textures inside your h_evil folder in assest1.pk3 textures/h_evil/lakewatertextures/h_evil/wfn2textures/h_evil/wf3textures/h_evil/waterf1 If someone is missing, water is solid because a stage of shader is missing T_T you can see the water moving, the water static, or a whited grey squared grid? O.o About the shader of that water it is like this: textures/h_evil/lakewater{ qer_editorimage textures/h_evil/wfn2 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water cull twosided { map textures/h_evil/wf3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0.03 -0.13 } { map textures/h_evil/wfn2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod stretch sin 1 0.02 0 0.1 tcMod turb 1 0.02 0 0.15 tcMod scroll -0.03 -0.1 } { map textures/h_evil/waterf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod turb 1 0.03 0 0.12 tcMod scroll 0 -0.17 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO }} the textures : wfn2,wf3 and waterf1 are in my textures/h_evil folder. I can see the water when i use this shader. But as i said it doesnt work . I am Jesus Christ on it. BUT! I copied this shader to mine shader... I used this water texture on my map. I compiled the map and it worked! I was swimming in it not walking on it!The strange thing is that the texture wasnt missing... It just doesnt worked. So like DT85 said it could be shaderlist problem Link to comment
Vulcan Posted November 26, 2014 Share Posted November 26, 2014 Yea I was about to mention that There are some shaders in JKA that are not used or are remnants of various tests.Noticed that when I first started mapping I open up a bsp file and look for the texture or place various shaders next to each other in a test level to test them. Ofc it's faster and often looking better if you create stuff from scratch though. Link to comment
Asgarath83 Posted November 26, 2014 Share Posted November 26, 2014 i added 3 waterfalls in my swamps map, years ago, and as you, @@Langerd, for work need:- add to shaderlist- copy all assests on my textures source folder of gtkradiant,- add the missing image of shader stages missing. after your answer, i understood your right: it's a shaderlist problem. because q3map2 read ONLY the shader into the shaderlist file.if you not put your custom textures folders name into the shaderlist.txt, q3map2 ignore it into the build and so material as water, lava, snow, ice, glass, are not processed : \ Link to comment
ensiform Posted November 26, 2014 Share Posted November 26, 2014 GTKRadiant will read pk3s, q3map2 cannot and will never. So shaderlist is required for q3map2 to understand what shaders are available. Link to comment
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