Search found 321 matches
- Mon Sep 19, 2011 11:37 am
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
OK, I have transparent water using your shader. It is just barely transparent though. How do I adjust the transparency?
- Mon Sep 19, 2011 5:37 pm
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
A few questions concerning the shader I just posted: 1. What does q3map_globaltexture do? 2. Why does it have fogparms when surfaceparm fog is not listed? 3. What does tessSize 64 do? 4. I know deformVertexes makes the water have waves. I don't know what the numbers do. 5. textures/hedo/env/reflejo3...
- Wed Sep 21, 2011 1:02 pm
- Forum: Pre-alpha and concepts
- Topic: sr8 only maps
- Replies: 9
- Views: 11563
Re: sr8 only maps
I like PSG because it presents the enemy with a Morton's Fork. Either wear kevlar and be slowed down, or deal with 97% torso damage and an almost certain bleed-out death, neither of which is desirable. The faster reload, no need to rezoom after shooting and larger ammo supply are all nice bonuses as...
- Wed Sep 21, 2011 11:13 pm
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
My texture has an alpha channel but this shader isn't working. I still need to know how this other shader works as well.
- Thu Sep 22, 2011 2:05 am
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
I looked in Q3 Shader Manual and it answered questions 1-4. I still have no idea about questions 5 and 6.
Creating an alpha channel and using your first shader didn't work. Now I will try the image without alpha channel and use your second shader and see if that works.
Creating an alpha channel and using your first shader didn't work. Now I will try the image without alpha channel and use your second shader and see if that works.
- Thu Sep 22, 2011 1:35 pm
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
I just tried your second shader. It wasn't successful. Solid looking water was the result.
Your first one gave me some transparency, but not much. I want water as transparent as what is found in ramelle or edo. I try copying those shaders and they won't work.
Your first one gave me some transparency, but not much. I want water as transparent as what is found in ramelle or edo. I try copying those shaders and they won't work.
- Thu Sep 22, 2011 11:38 pm
- Forum: Shaders / textures
- Topic: Transparent water
- Replies: 26
- Views: 31635
Re: Transparent water
I used this shader: textures/greatwall/water { qer_editorimage textures/greatwall/water.jpg qer_trans 0.5 q3map_globaltexture surfaceparm trans surfaceparm nonsolid surfaceparm water cull disable tessSize 32 deformVertexes wave 32 sin 0 1 0 0.25 { map textures/greatwall/pmarron.tga blendFunc GL_dst_...
- Fri Sep 23, 2011 10:36 pm
- Forum: Skeet Shoot 2011
- Topic: It's over
- Replies: 9
- Views: 24684
Re: It's over
I tried this on the practice server with PSG. I only got 7 kills in 10 minutes. I think a separate competition for PSG would be nice.
- Sat Sep 24, 2011 10:28 pm
- Forum: Shaders / textures
- Topic: tcMod transform
- Replies: 9
- Views: 11601
tcMod transform
From the Q3A Shader Manual: 6.6.5 tcMod <transform> <m00> <m01> <m10> <m11> <t0> <t1> Transforms each texture coordinate as follows: S' = s * m00 + t * m10 + t0 T' = t * m01 + s * m11 + t1 This is for use by programmers. Umm...what? What does this mean and how do I use it?
- Sun Sep 25, 2011 1:25 am
- Forum: Shaders / textures
- Topic: tcMod transform
- Replies: 9
- Views: 11601
Re: tcMod transform
I tried it and it made a water texture I made VERY bright, and made everything viewed through it much brighter as well. I wish I knew how to use it properly, because the guy who made edo uses it in one of his water shaders and it looks nice. He has it on a .tga file with an alpha channel though. My ...