Hi.
I've tried to create a water-shader with the properties of glass (shine, transparent etc.), just as water.
So, my water got glass :/ it's solid and there are no plash-sound and so on. Perhaps, you may help me?
That's my shader:
textures/matrix/water
{
qer_editorimage textures/matrix/water1.tga
q3map_tesssize 64
qer_trans 0.1
surfaceparm nonopaque
surfaceparm nonsolid
surfaceparm water
surfaceparm trans
q3map_material Water
q3map_nolightmap
q3map_onlyvertexlighting
{
animmap 8 textures/matrix/water1.tga textures/matrix/water2.tga
textures/matrix/water3.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
}
{
map textures/matrix/glass_shine3
blendFunc GL_ONE GL_ONE
tcGen environment
}
}
where is the mistake :confused:
Thanks. Greetz, SeRig (known as the German mapper 'Thrawn').
Does the shader actually work? I mean can you see the animmap with the shiny surface on top of it?
If that's the case have you remembered to add your .shader file to shaderlist.txt; it needs to be in there otherwise the brushes with that texture on will not be compiled as water.
You should also add surfaceparm water in there; I'm not sure if it's deprecated now but add it just incase. Oh yeah and seen as it's water sort seethrough
Also remember to make a brush in system/caulk_water then texture the top surface with your shader - that's just to for FPS and so on but it's good to do it!