Hello,
I am trying to use the the calm_water shader in GTKRadiant. Every-time I go in-game to check it out, its just a bunch of black squares. I was thinking maybe I need to add a function, like what you do with a mirror. I tried the function i use for mirrors, and that didn't work.
,Thanks
Problems with Calm Water texture in Q3
Re: Problems with Calm Water texture in Q3
Some of the shaders have missing texture stages. It sounds like you have chosen one of those. Either that or you messed up your base pk3 folder.
Try different water shaders, if they are all missing textures, do a clean reinstall Q3.
And no, water doesn't require any other entities to make it work, it's recognised by the surfaceparm declaration in the shader.
Try different water shaders, if they are all missing textures, do a clean reinstall Q3.
And no, water doesn't require any other entities to make it work, it's recognised by the surfaceparm declaration in the shader.
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Re: Problems with Calm Water texture in Q3
here are some pics, maybe this could help
Re: Problems with Calm Water texture in Q3
The black and red squares on the shader image is telling you that the shader is missing an image stage. The black and white squares in game is the default image for a missing texture.
Use a different water shader.
On a side note, don't use caulk for your water. Caulk is solid. You have various options:
1) Old school; have the entire brush made out of the water shader and bury none visible sides in surrounding geometry.
2)Slightly less Old School; Use the nodraw shader and texture the visible (top) side only with the water shader. This approach can be a bit hit and miss in the sense that sometimes the water volume doesn't behave like water. It's a bit of a lottery depending on whether the .map file records the first face of the brush as water or nodraw.
3)Preferred option; Use option 2, but add ydnar's water_caulk inside the water volume. I don't think water_caulk comes with the editor though...
Use a different water shader.
On a side note, don't use caulk for your water. Caulk is solid. You have various options:
1) Old school; have the entire brush made out of the water shader and bury none visible sides in surrounding geometry.
2)Slightly less Old School; Use the nodraw shader and texture the visible (top) side only with the water shader. This approach can be a bit hit and miss in the sense that sometimes the water volume doesn't behave like water. It's a bit of a lottery depending on whether the .map file records the first face of the brush as water or nodraw.
3)Preferred option; Use option 2, but add ydnar's water_caulk inside the water volume. I don't think water_caulk comes with the editor though...
Re: Problems with Calm Water texture in Q3
If it shows up in the editor with a white border line around the texture image that looks correct suggests to me that the texture and shader is fine and in the correct place, if not you have a file or shader error/missing/conflict with another user created map (.pk3).
[color=#FF0000][WYD][/color]
Re: Problems with Calm Water texture in Q3
Water_caulk isn't ydnar's shader, it's mine. It comes with GtkRadiant 1.6 by default for a while now.
[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: Problems with Calm Water texture in Q3
@Obs....apologies, I thought was Ydnar.