Langerd Posted January 25, 2016 Share Posted January 25, 2016 I know that the shaderlist is made in the good way because the fog works ... but water and lava doesnt work :/ I am as classic ... Jesus walking on the water brush...How to fix that? ... It happend after i install the gtkradiant 1.6.4 ... and when i came back compiling my map in the older one (which i was using whole time) it didnt work...I checked that the shaderlist was changed ... And now it doesnt work at all.. help Link to comment
Solution Asgarath83 Posted January 25, 2016 Solution Share Posted January 25, 2016 I know that the shaderlist is made in the good way because the fog works ... but water and lava doesnt work :/ I am as classic ... Jesus walking on the water brush... How to fix that? ... It happend after i install the gtkradiant 1.6.4 ... and when i came back compiling my map in the older one (which i was using whole time) it didnt work... I checked that the shaderlist was changed ... And now it doesnt work at all.. help about watershader brushes sctructures, they need to get the water texture on the top and the bottom, and the caulk_water texture on thesidesabout the shader of the waters. make sure they have q3map_material water as parameter. the "water" material of a brush is builded during the building of the map. so for working a water, you need to have a shader water, a shaderlist with the file that contain the watershader into the list as name. and all these into the radiant shaders path correct. also textures of water shader need to be in the correct path.for see builed water into the engine, you need to copy shader file and texture of water inside your mod path. Langerd likes this Link to comment
Langerd Posted January 25, 2016 Author Share Posted January 25, 2016 about watershader brushes sctructures, they need to get the water texture on the top and the bottom, and the caulk_water texture on thesidesabout the shader of the waters. make sure they have q3map_material water as parameter. the "water" material of a brush is builded during the building of the map. so for working a water, you need to have a shader water, a shaderlist with the file that contain the watershader into the list as name. and all these into the radiant shaders path correct. also textures of water shader need to be in the correct path.for see builed water into the engine, you need to copy shader file and texture of water inside your mod path.Well the water works! Now i will check the lava . It is strange because .. before the water and lava worked but with NORMAL Caulk not caulk_water and caulk_lava.O.o This is strange... that is why it didint work. Link to comment
Ramikad Posted January 25, 2016 Share Posted January 25, 2016 NORMAL Caulk not caulk_water and caulk_lava. That's weird, normal caulk is supposed to be solid. Langerd likes this Link to comment
Langerd Posted January 25, 2016 Author Share Posted January 25, 2016 That's weird, normal caulk is supposed to be solid.Yep but it worked before. But not now XD So i used the option that Asgarath83 said and voila! It works Link to comment
ensiform Posted January 25, 2016 Share Posted January 25, 2016 You should not be using caulk on the other liquid surfaces, regardless if it appeared to work before. The compiler will randomly pick a face that the contents of are used, its not set which one is used all the time. It's not really random but it isn't always the same face that gets looked at between either the ordering from saving .map file and or something compiler does. Your best bet is actually a nodraw water and a nodraw lava. They may have to be created for your map but that's the safest way to ensure all sides are the correct contents. Link to comment
Asgarath83 Posted January 25, 2016 Share Posted January 25, 2016 You should not be using caulk on the other liquid surfaces, regardless if it appeared to work before. The compiler will randomly pick a face that the contents of are used, its not set which one is used all the time. It's not really random but it isn't always the same face that gets looked at between either the ordering from saving .map file and or something compiler does. Your best bet is actually a nodraw water and a nodraw lava. They may have to be created for your map but that's the safest way to ensure all sides are the correct contents. Mmm, that's explain this weird issue i got sometime with water compiling, on the sides of water brushes, sometime i get some strange issue, other times the water \ lava is not... water... just is trans. Nodraw shader... good to now. well, i was based on rich diesal mapcrafting tutorial. : \ i not know this trick.many thanks. Link to comment
ensiform Posted January 26, 2016 Share Posted January 26, 2016 Not the regular nodraw shader, that will cause same issue. Link to comment
Asgarath83 Posted January 26, 2016 Share Posted January 26, 2016 Not the regular nodraw shader, that will cause same issue.So, a custom water shader with nodraw as surfaceparm. o_o Link to comment
ensiform Posted January 26, 2016 Share Posted January 26, 2016 The water one *might* be included as common/nodraw_water but you'd have to make one for lava if you really think you need it for connecting lava tunnels. Otherwise for lava it really doesn't matter if the lava box sticks out of the walls. Asgarath83 likes this Link to comment
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