water.shader

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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joecoolaug
Posts: 7
Joined: Tue Aug 14, 2007 3:43 pm

water.shader

Post by joecoolaug »

Hey ev1. I'm using GtkRadiant to make a Q3map of a beach with a volcano. I've got everything I need expect two things.

The first is caulk. I'm not sure why, but caulk doesn't show up anywhere in the textures from the Q3 game I'm using (Elite Force 1). -NEVERMIND: I found it online.-

The second is water shaders. For some reason, even though there's water in the game, I can't find a water texture/shader anywhere (it's supposed to be in textures/liquids) :ducky: :confused: . I want to know if there's anywhere I can download a bunch of different water shaders (especially one that's mostly clear and looks just like the ocean). If there's nowhere to download it, how could I create my own TEXTURE and SHADER for different kinds of water.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: water.shader

Post by obsidian »

For textures, you will need a program like Photoshop, Paint Shop or the GIMP (which is free and feature-filled).

Write your own shaders in a text editor (Notepad, Textpad, whatever).

Shader Manual for reference:
http://members.lycos.co.uk/quakeroats/q ... er_manual/


If you are using GtkRadiant 1.5.0, you will also need to download and install the correct game packs for EF. Failing that, try extracting the PK3's for the shaders, they MUST be in there somewhere for the game to display water correctly.
joecoolaug
Posts: 7
Joined: Tue Aug 14, 2007 3:43 pm

Re: water.shader

Post by joecoolaug »

I downloaded a couple of things and I tried opening the .pk3 files. They are way to big for my memory to handle. I had to wait about ten minutes for the small one to open. Even then, the text was nothing but garbled symbols.

I've tried a bunch of shader-creating manuals. They've all been pretty sketchy on the details. I'll try the one you've listed here. :q3:
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Re: water.shader

Post by maz0r »

don't open the .pk3 files with a text editor or something similar. pk3s are just zip containers with a changed extension. So just open it with winzip, winrar or the zipper of your choice.
joecoolaug
Posts: 7
Joined: Tue Aug 14, 2007 3:43 pm

Re: water.shader

Post by joecoolaug »

Thanks. It worked. I was able to get the script from the .shader file for water. Even so, it's pretty boring water.
Here's the script for it.

textures/volcanobeach/water
{
qer_editorimage textures/holodeck_temple/water1f.tga
qer_trans 0.4
surfaceparm nolightmap
surfaceparm trans
surfaceparm water
surfaceparm pointlight
cull disable
deformVertexes wave 128 sin 0 2 0 0.75
tessSize 128
{
map textures/holodeck_temple/water1f.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
tcMod scroll 0.05 -0.03
}
{
map textures/holodeck_temple/water1f.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
tcMod scroll 0.045 0.05
}
}

Thanks. I've got all I need... except... is there any way I can make the water foam at the edge of the land? Just curious.
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Re: water.shader

Post by seremtan »

yes there is: make a foaming wave shader and apply it as a decal all around the water edge. it's the only way
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: water.shader

Post by dichtfux »

Doesn't sound fun. Someone ever tried that?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: water.shader

Post by obsidian »

Yes, it's how they did it in most games that use foaming water, RTCW, CoD, MoH, etc.
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