Nuhallis Posted December 13, 2015 Posted December 13, 2015 As the title says. I've tried useing different versions of radiant to see if it was just an issue with 1.5, which to my knowledge it isnt as it happens with 1.4 and 1.6.4. I've looked through all my assets and I don't appear to have any waterfall shaders. I've browsed the web to see if I can find the assets and I have had no luck. Anyone know where I can get them?
Langerd Posted December 13, 2015 Posted December 13, 2015 As the title says. I've tried useing different versions of radiant to see if it was just an issue with 1.5, which to my knowledge it isnt as it happens with 1.4 and 1.6.4. I've looked through all my assets and I don't appear to have any waterfall shaders. I've browsed the web to see if I can find the assets and I have had no luck. Anyone know where I can get them? First: check Your shader list. There should be all default shaders (Yavin,Byss ...etc)Second: Sometimes shaders use no pic in gtkradiant but after compile the shader use functions (such as water,material or even fog) and finally in the game it will generate what You want
Asgarath83 Posted December 13, 2015 Posted December 13, 2015 for fix this, simply place a texture in jpg format in the correct path with the name of the shader you wanna to display on radiant.however, in game they works fine.
Nuhallis Posted December 13, 2015 Author Posted December 13, 2015 I've tried a compile and a test in game but they show up as a no-texture.
Asgarath83 Posted December 13, 2015 Posted December 13, 2015 here the fix:1: open the hiddenevil.SHADER file into shaders2: you can found this: textures/h_evil/wfall { qer_editorimage textures/h_evil/waterf1 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 0.02 -0.27 } { map textures/h_evil/wfn2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll -0.02 -0.2 } { map textures/h_evil/waterf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0 -0.45 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } 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 } } it's one of the strangest think of JKA.check the qer_editorimage filed. these field of shader file tell to you what texture is used for generate the shader.you need to extract by the texture/h_evil folder the textures and put into h_evil radiant source folder of textureat these point, you can use waterf1 for generate the waterfall and wfn2 for generate the water lake.another solution is to make your own texture named wfall and lakewater and change into these name the filed of hiddenevil shader related to qer_editorimage.
Asgarath83 Posted December 13, 2015 Posted December 13, 2015 LOL sorry, tonight i am little stunned.okay, let we see...mmm, first thing, check your shaderlist, you need to have the common into the shaderlist, so radiant read it when build the map. second thing:a little part of common shader concerned with waters: ù textures/common/water2_waterfall { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_material Water q3map_nolightmap { map textures/common/water3_joe blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0 -1 } { map textures/common/water3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen const 0.7 tcMod scroll 0 -0.5 } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scale 0.25 0.25 tcMod scroll 0 -0.5 } } textures/common/water2_shadow { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water q3map_nolightmap { map textures/yavin/lshadow blendFunc GL_DST_COLOR GL_ZERO rgbGen vertex tcMod turb 2 0.05 0 0.1 } { map textures/common/water3 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const ( 0.423529 0.423529 0.423529 ) alphaGen const 0.7 tcMod turb 0.5 0.03 0 0.3 tcMod scroll 0 -0.25 } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scroll 0 -1 } } textures/common/water2_water { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting { map textures/yavin/lshadow blendFunc GL_DST_COLOR GL_ZERO rgbGen vertex tcMod turb 2 0.05 0 0.1 } { map textures/common/water3 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const ( 0.423529 0.423529 0.423529 ) alphaGen const 0.7 tcMod turb 0.5 0.03 0 0.3 tcMod scroll 0 -0.25 } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scroll 0 -1 } } // textures/common/water2_waterfall_Tutorial { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_material Water { map textures/common/water3 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const ( 0.752941 0.752941 0.752941 ) alphaGen const 0.2 tcMod scroll 0 -1 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scroll 0 -1 } } textures/common/water2_water1 { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water q3map_nolightmap q3map_onlyvertexlighting sort seeThrough { map textures/yavin/lshadow blendFunc GL_DST_COLOR GL_ZERO rgbGen vertex tcMod turb 2 0.05 0 0.1 } { map textures/common/water3 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const ( 0.423529 0.423529 0.423529 ) alphaGen const 0.7 tcMod turb 0.5 0.03 0 0.3 tcMod scroll 0 -0.25 } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scroll 0 -1 } } textures/common/water2_still { qer_editorimage textures/common/direction surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water { map textures/common/water3 blendFunc GL_ONE GL_SRC_ALPHA alphaGen const 0.6 tcMod turb 0.5 0.03 0 0.3 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod scroll 0 -1 } } a little extract of common shader concerned waters. for a working water, you need to get all these textures into the relative radiant texture path, also a copy of common shader into the radiant shader source directory. the common voice should be added into shaderlist and, also, the same texture and shader need to be put into your mod texture\common\ paths. maybe there is some shader stage with missing images.a important thing:in the case for example, you are using the water2_still shader. well,1 for fix the shader image red missing on radiant: you need to place into the path of the texture a custom texture with the same name of the shader . so a water2_still.jpg image into textures/common. that's fix the radiant hole.2: for build the shader into into the map, the editor read the q3_editorimage field. so in that case should use the common/direction texture applied to a surface, for generate the waters.it's very strange this thing, because as you can see common/direction is used as editor image for many shaders. o.o
Langerd Posted December 13, 2015 Posted December 13, 2015 I had the same problem with original shaders - specially with water shaders.So i made my own shader with my own waterfall texture Asgarath83 likes this
Asgarath83 Posted December 13, 2015 Posted December 13, 2015 I had the same problem with original shaders - specially with water shaders. So i made my own shader with my own waterfall texture Yes, i did the same thing. Langerd likes this
Nuhallis Posted December 14, 2015 Author Posted December 14, 2015 Tried the steps you suggested but I cant seem to get a waterfall working with the ones from h_evil. They seem to be a bit borked... I guess its time for a trial by trial and error.... Langerd likes this
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