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Waterfall Shader Image Missing - gtk Radiant


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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?

 

nWFDZDj.png

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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?

 

nWFDZDj.png

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 ;)

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here the fix:

1: open the hiddenevil.SHADER file into shaders

2: 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 texture

at 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.

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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

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