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Light the hole map and water

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xandaxs
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Location: Oeiras, Portugal
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Re: Light the hole map and water

Postby xandaxs » Tue Feb 19, 2013 3:22 pm

then don't make it for your skybox, lol...
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

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quick
Posts: 62
Joined: Mon Feb 04, 2013 3:51 pm
Location: Denmark

Re: Light the hole map and water

Postby quick » Wed Feb 20, 2013 12:30 pm

I can't make it. I tried to look at another water shader, but it wont get nonsolid.
Now I post what I typed in, and please tell me wht's wrong.
textures/liquids/pool3d_3

{
qer_editorimage textures/liquids/pool3d_3
qer_trans .7
q3map_globaltexture

q3map_surfacelight 70
surfaceparm trans
surfaceparm nonsolid
surfaceparm water

cull disable
deformVertexes wave 64 sin .5 .5 0 .5
}

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xandaxs
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Location: Oeiras, Portugal
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Re: Light the hole map and water

Postby xandaxs » Wed Feb 20, 2013 1:57 pm

Are the paths correct?
Try something like this:

textures/desired path/desired texture name
{
qer_editorimage textures/thumbnail texture path/thumbnail texture name.tga
qer_trans .1 // Radiant Transparency Level
// q3map_fancywater .4 1 1 1 ---> Remove the double slash if you want your water to be bumpy (render must be made with -radbump)
surfaceparm trans // Surface is Transparent
surfaceparm nonsolid // Surface is Not Solid
surfaceparm water // Q3map Identifies the surface as being a water surface
surfaceparm nolightmap // Texture isn't affected by ambient lighting
deformVertexes wave 64 sin 1 1 0 .5 // Gives water a wavy effect
{
map textures/texture 1 path/texture 1 name.tga
blendFunc GL_dst_color GL_one
tcmod scale 2 .5
tcmod scroll .025 .01
}
{
map textures/texture 2 path/texture 2 name.tga
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
{
map textures/texture 3 path/texture 3 name.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .25 .5
tcmod scroll .001 .025
}
}


If you want to see what each stage does to the shader read this: http://q3map2.robotrenegade.com/docs/sh ... tents.html
You should read it anyways, even if you don't want to see what each stage does.
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

vulture
Posts: 59
Joined: Mon Feb 27, 2012 6:57 pm

Re: Light the hole map and water

Postby vulture » Wed Feb 20, 2013 2:26 pm

(1) I didnt see you specify a texture or other effect (like the embedded { }'s in xandaxs's post)
(2) you probably have some other brush underneath/inside your water brush that isn't nonsolid

quick
Posts: 62
Joined: Mon Feb 04, 2013 3:51 pm
Location: Denmark

Re: Light the hole map and water

Postby quick » Wed Feb 20, 2013 3:56 pm

Sounds too hard for me.
I've tried, but couldn't understand what everything should do. It's still solid.

vulture
Posts: 59
Joined: Mon Feb 27, 2012 6:57 pm

Re: Light the hole map and water

Postby vulture » Wed Feb 20, 2013 4:18 pm

here is a VERY simple nonsolid shader:

Code: Select all

textures/vulture/tile00_hollow
{
  q3map_lightImage textures/vulture/tile00.tga
  qer_editorImage textures/vulture/tile00.tga
  qer_trans 0.5
  surfaceparm detail
  surfaceparm nonsolid
  {
    map textures/vulture/tile00.tga
  }
  {
    map $lightmap
    blendFunc filter
  }
}

just replace the .tga path+filename with your own texture. replace the shader name (the very first line, before the "{") with your shader name. Note that this isnt for "water" but it is a shader you can copypaste that will work (but you should still change the shadername and texture names). Then modify it to become water. If your object is still solid, then it's probably the point (2) I mentioned -- you put something else solid in the same place. Click your brush in radiant and hit 'h' to hide it, and see if there's something else still there after you've hidden it. You need to assign a shader to every brush, not just ones that are the first one you click.

User avatar
xandaxs
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Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
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Re: Light the hole map and water

Postby xandaxs » Wed Feb 20, 2013 4:26 pm

I bet you don't have a shader associated with the watercaulk or it doesen't have surfaceparm nonsolid if you do.
If all those check then you probably haven't written the shader file name on your shaderlist.txt
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

Markinho
Posts: 109
Joined: Thu Nov 03, 2011 10:56 pm
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Re: Light the hole map and water

Postby Markinho » Wed Feb 20, 2013 4:35 pm

Did you add your shader to the shaderlist?
Image

quick
Posts: 62
Joined: Mon Feb 04, 2013 3:51 pm
Location: Denmark

Re: Light the hole map and water

Postby quick » Wed Feb 20, 2013 4:41 pm

Here's what I remade it to:
textures/liquids/pool3d_3
{
q3map_lightImage textures/liquids/pool3d_3.tga
qer_editorImage textures/liquids/pool3d_3.tga
qer_trans 0.5
surfaceparm detail
surfaceparm nonsolid
surfaceparm water
surfaceparm nolightmap
deformVertexes wave 64 sin 1 1 0 .5
{
map textures/vulture/tile00.tga
}
{
map $lightmap
blendFunc filter
}
}

Yes I've added it to the shaderlist.
What's wrong?

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pickles
Site Admin
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Joined: Wed Aug 17, 2011 10:26 am
Location: In the caulk box

Re: Light the hole map and water

Postby pickles » Wed Feb 20, 2013 5:19 pm

map textures/vulture/tile00.tga

For a start you need to change the above line to relate to your own texture

so it would be textures/liquids/pool3d_3.tga like you've done with the rest of them


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