been a while.. forgetting.. seem to remember an other shader for liquid_nodraw or something..
whats it? nodraw or nodraw non solid? or....
for the "other faces" of a waterbrush
water nodraw? waterclip?
Re: water nodraw? waterclip?
You need a custom shader called "watercaulk".
That and other useful addons here:
http://www.robotrenegade.com/radiant/do ... as_0.1.zip
That and other useful addons here:
http://www.robotrenegade.com/radiant/do ... as_0.1.zip
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: water nodraw? waterclip?
I would do it like this:
Create a brush, cover all sides with nodraw, then one side with my own water shader which is only only the looks, not the properties like "water".
Then I use another brush with water caulk as the actuall water, this is invisible and all sides are covered with this water caulk shader.
Create a brush, cover all sides with nodraw, then one side with my own water shader which is only only the looks, not the properties like "water".
Then I use another brush with water caulk as the actuall water, this is invisible and all sides are covered with this water caulk shader.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Re: water nodraw? waterclip?
yer a gem
very tidy common shaders now..
why the broken sky_### shaders are there though i dunno
thats two brushed when one is enough..WATERCAULK le remaining sides fo the same brush.

why the broken sky_### shaders are there though i dunno
thats two brushed when one is enough..WATERCAULK le remaining sides fo the same brush.
Re: water nodraw? waterclip?
@ Hipshot: Why are you doing it that way? Do the two brushes share the same space?
@ Obsidian: What goes in between two water brushes? (touching surfaces)
@ Obsidian: What goes in between two water brushes? (touching surfaces)
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Re: water nodraw? waterclip?
cretien, you make the water using one or more brushes, filling the volumentric space filled by the liquid.Chretien wrote:What goes in between two water brushes? (touching surfaces)
the top face of all brushes involved would be textured using the liquid in question
and all other faces of said brushes texture using the watercaulk
Re: water nodraw? waterclip?
Traditional Quake 3 Water Volumes:
Traditionally, water volumes would be textured on all sides with the same water shader. Problem is, the water volume would have to be made out of only ONE brush, so what do you do if you have a non-rectangular volume of water? If you used more than one brush, the sides of the water would be visible between the co-planar surfaces where the two brushes meet. That looks weird.
Nodraw (the not so great solution):
You could put nodraw between the brushes, that gets rid of the co-planar surface. Problem is, there is no hierarchy in terms of how brushes determines which physical shader properties take over one another. So if you do this, the brush surface behaves as you want it to, but the brush volume doesn't know if you want it to behave as water or as nodraw. It more or less picks one at random (first shader surface reference of the brush) and uses that instead. So sometimes, you might notice that your water is completely fall-though like it's made of air.
Watercaulk (Solution A):
Instead of the above, use watercaulk instead of nodraw on co-planar water surfaces. Watercaulk is basically a modified nodraw shader except it adds the directive, "surfaceparm water" on it. This basically looks like nodraw but behaves like water. The result is that no matter which shader, the actual visible water surface shader or the invisible coplanar water surface, the compiler decides on using, it will always behave as a water volume.
Watercaulk (Solution B):
Sometimes you might have a really complex shaped water, say a river or something, where doing the above may require a lot of work, sticking watercaulk between every single coplanar surface. The idea is to separate surface shader from volume shader. You have a shader that looks like water that has all the properties of how it looks, textured only on the top face of the brush with all other faces textured with normal nodraw. Then overlap this with a watercaulk brush which gives the area the actual water volume for player interaction.
Traditionally, water volumes would be textured on all sides with the same water shader. Problem is, the water volume would have to be made out of only ONE brush, so what do you do if you have a non-rectangular volume of water? If you used more than one brush, the sides of the water would be visible between the co-planar surfaces where the two brushes meet. That looks weird.
Nodraw (the not so great solution):
You could put nodraw between the brushes, that gets rid of the co-planar surface. Problem is, there is no hierarchy in terms of how brushes determines which physical shader properties take over one another. So if you do this, the brush surface behaves as you want it to, but the brush volume doesn't know if you want it to behave as water or as nodraw. It more or less picks one at random (first shader surface reference of the brush) and uses that instead. So sometimes, you might notice that your water is completely fall-though like it's made of air.
Watercaulk (Solution A):
Instead of the above, use watercaulk instead of nodraw on co-planar water surfaces. Watercaulk is basically a modified nodraw shader except it adds the directive, "surfaceparm water" on it. This basically looks like nodraw but behaves like water. The result is that no matter which shader, the actual visible water surface shader or the invisible coplanar water surface, the compiler decides on using, it will always behave as a water volume.
Watercaulk (Solution B):
Sometimes you might have a really complex shaped water, say a river or something, where doing the above may require a lot of work, sticking watercaulk between every single coplanar surface. The idea is to separate surface shader from volume shader. You have a shader that looks like water that has all the properties of how it looks, textured only on the top face of the brush with all other faces textured with normal nodraw. Then overlap this with a watercaulk brush which gives the area the actual water volume for player interaction.
Code: Select all
// Obsidian: 2 usages for watercaulk depending on water brush complexity
// SIMPLE WATER BRUSHES - use watercaulk on faces between water brushes
// COMPLEX WATER BRUSHES - overlap complex water brushes with watercaulk.
// Water shader should be nodraw, nonsolid, trans, *sans-water*
textures/common/watercaulk
{
qer_trans 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
}
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Re: water nodraw? waterclip?
my issue was nothing to do with multi brush liquid..
mine was in r_shwotris 1 i notice that all six sided of the water brush draw triangles even though the only one visible is the top one.. so im removing five faces from drawing..
mine was in r_shwotris 1 i notice that all six sided of the water brush draw triangles even though the only one visible is the top one.. so im removing five faces from drawing..
Re: water nodraw? waterclip?
Same thing, same solution, if you think about it.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]