The Old Man
2002-09-01, 00:19
Author Message
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 06:50 am Post subject: Water problem follow up
--------------------------------------------------------------------------------
Good Day All
A few weeks back Omnix showed us a water shader that worked round the problem of water textures losing there properties when no-draw texture was added to the sides. Only one problem with this, when in the water you could not see the surface. I have been trying to change the shader so that the surface could be seen from below.
So I came up with a few changes, you need two brushes for each section of water, the first one has no in game texture, just the properties of water the second is the surface texture which will work with no-draw texture on the sides (when testing Iv left two facing textures water and removed the rest).
textures/omnix_liquid/dtwater
{
qer_trans .5
surfaceparm nodraw
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
}
textures/omnix_liquid/omnixlab1
//Sippy's Test Water
{
qer_editorimage textures/omnix_liquid/pool3d_3f.tga
qer_trans .5
q3map_globaltexture
q3map_surfacelight 1200
surfaceparm trans
surfaceparm lightfilter
surfaceparm nonsolid
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
{
map textures/omnix_liquid/pool3d_5e.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/omnix_liquid/pool3d_3f.tga
blendFunc GL_dst_color gl_one
rgbgen identity
tcmod scale -1 -1
tcmod scroll .025 .025
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
And here’s my test map.
Shot looking up
http://homepage.ntlworld.com/tina.smith8/splash2.jpg
Shot looking down
http://homepage.ntlworld.com/tina.smith8/splash1.jpg
http://homepage.ntlworld.com/tina.smith8/splash1.jpg
Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 20 Aug 2002 07:11 am Post subject:
--------------------------------------------------------------------------------
Interesting effect but don't really understand what I am seeing? *G* Any chance we could run around in a little test map?
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 07:22 am Post subject:
--------------------------------------------------------------------------------
Hi
What you can see is me swimming round an air bubble.
I'll go and make a map up.
Dt
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 08:56 am Post subject:
--------------------------------------------------------------------------------
Ok heres the map, unzip to RTCW/main. It will also put the map file in your maps folder. If you what the texture just unpack the pk3.
Map will run from within the game.
splash.zip
This is very usefull if you want water under a boat and be able to go into the boat below the water line or have a object like canal lock gates to work round or a tunnel running through water.
The surface of the water on the air bubble is the only one with-out common/no-draw texture. All other brush faces have been removed.
This will work for all water textures but the shader must be changed so the surface will work like the original. It will also work without any visbule surface.
If your going to use this dont put no-draw on the dtwater texture it will, more than likly stop working.
ave fun.
Dt
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krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 20 Aug 2002 09:46 am Post subject:
--------------------------------------------------------------------------------
Quote:
All other brush faces have been removed.
What you mean to say is that they've been covered with a shader (nodraw).
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 09:56 am Post subject:
--------------------------------------------------------------------------------
Yes, thats right.
Dt
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omnix32
Joined: 07 Aug 2002
Posts: 10
Posted: 21 Aug 2002 07:21 pm Post subject: Water......
--------------------------------------------------------------------------------
Fooling with the RTCW water some more, I find that there may be a bug to where one of the brushes next to another water brush will lose its propertities.... I helped osias fix his water problem and made some sample maps. Pain in the butt no matter which way you go, but still workable...... good job on the new water shader........
fun mapping....
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 25 Aug 2002 10:22 am Post subject:
--------------------------------------------------------------------------------
Im also having problems with my water brushes in my oilrig map. I had to have 4 brushes so I can make a dead zone where there is no water when you go from above ground to below ground. All the water brushes that touch each other have a no-draw texture side. Only problem is, one of my brushes keeps losing its properties. So I can swim around through 4 of the brushes, and then one brush is not really there....you can see it from above and below, and it has the same texture as the other water brushes, but you cant swim through it, you end up falling to the bottom. I dont really understand what DT is doing up above in his post. Can someone explain to me, as it pertains to my map, what I need to do??
Also, are there settings I can change in the water shader file that I can make it murky and foggy?? Or do I have to just copy the waer brushes, and apply a fog texture to it??
Thanks
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 31 Aug 2002 09:07 am Post subject:
--------------------------------------------------------------------------------
Hello
If you unzip the pk3 and put the shader in your script folder, then add the splash texture folder to your /textures folder.
The way I exsplained above is the way I use this, you can just add the water shader to the faces of the brush that you dont want to see, leave the top surface as a normal liquid shader.
This should help with your problem.
Dt
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 06:50 am Post subject: Water problem follow up
--------------------------------------------------------------------------------
Good Day All
A few weeks back Omnix showed us a water shader that worked round the problem of water textures losing there properties when no-draw texture was added to the sides. Only one problem with this, when in the water you could not see the surface. I have been trying to change the shader so that the surface could be seen from below.
So I came up with a few changes, you need two brushes for each section of water, the first one has no in game texture, just the properties of water the second is the surface texture which will work with no-draw texture on the sides (when testing Iv left two facing textures water and removed the rest).
textures/omnix_liquid/dtwater
{
qer_trans .5
surfaceparm nodraw
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
}
textures/omnix_liquid/omnixlab1
//Sippy's Test Water
{
qer_editorimage textures/omnix_liquid/pool3d_3f.tga
qer_trans .5
q3map_globaltexture
q3map_surfacelight 1200
surfaceparm trans
surfaceparm lightfilter
surfaceparm nonsolid
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
{
map textures/omnix_liquid/pool3d_5e.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/omnix_liquid/pool3d_3f.tga
blendFunc GL_dst_color gl_one
rgbgen identity
tcmod scale -1 -1
tcmod scroll .025 .025
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
And here’s my test map.
Shot looking up
http://homepage.ntlworld.com/tina.smith8/splash2.jpg
Shot looking down
http://homepage.ntlworld.com/tina.smith8/splash1.jpg
http://homepage.ntlworld.com/tina.smith8/splash1.jpg
Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 20 Aug 2002 07:11 am Post subject:
--------------------------------------------------------------------------------
Interesting effect but don't really understand what I am seeing? *G* Any chance we could run around in a little test map?
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 07:22 am Post subject:
--------------------------------------------------------------------------------
Hi
What you can see is me swimming round an air bubble.
I'll go and make a map up.
Dt
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 08:56 am Post subject:
--------------------------------------------------------------------------------
Ok heres the map, unzip to RTCW/main. It will also put the map file in your maps folder. If you what the texture just unpack the pk3.
Map will run from within the game.
splash.zip
This is very usefull if you want water under a boat and be able to go into the boat below the water line or have a object like canal lock gates to work round or a tunnel running through water.
The surface of the water on the air bubble is the only one with-out common/no-draw texture. All other brush faces have been removed.
This will work for all water textures but the shader must be changed so the surface will work like the original. It will also work without any visbule surface.
If your going to use this dont put no-draw on the dtwater texture it will, more than likly stop working.
ave fun.
Dt
Back to top
krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 20 Aug 2002 09:46 am Post subject:
--------------------------------------------------------------------------------
Quote:
All other brush faces have been removed.
What you mean to say is that they've been covered with a shader (nodraw).
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 09:56 am Post subject:
--------------------------------------------------------------------------------
Yes, thats right.
Dt
Back to top
omnix32
Joined: 07 Aug 2002
Posts: 10
Posted: 21 Aug 2002 07:21 pm Post subject: Water......
--------------------------------------------------------------------------------
Fooling with the RTCW water some more, I find that there may be a bug to where one of the brushes next to another water brush will lose its propertities.... I helped osias fix his water problem and made some sample maps. Pain in the butt no matter which way you go, but still workable...... good job on the new water shader........
fun mapping....
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 25 Aug 2002 10:22 am Post subject:
--------------------------------------------------------------------------------
Im also having problems with my water brushes in my oilrig map. I had to have 4 brushes so I can make a dead zone where there is no water when you go from above ground to below ground. All the water brushes that touch each other have a no-draw texture side. Only problem is, one of my brushes keeps losing its properties. So I can swim around through 4 of the brushes, and then one brush is not really there....you can see it from above and below, and it has the same texture as the other water brushes, but you cant swim through it, you end up falling to the bottom. I dont really understand what DT is doing up above in his post. Can someone explain to me, as it pertains to my map, what I need to do??
Also, are there settings I can change in the water shader file that I can make it murky and foggy?? Or do I have to just copy the waer brushes, and apply a fog texture to it??
Thanks
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 31 Aug 2002 09:07 am Post subject:
--------------------------------------------------------------------------------
Hello
If you unzip the pk3 and put the shader in your script folder, then add the splash texture folder to your /textures folder.
The way I exsplained above is the way I use this, you can just add the water shader to the faces of the brush that you dont want to see, leave the top surface as a normal liquid shader.
This should help with your problem.
Dt