Liquid shader acts solid

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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Liquid shader acts solid

Post by EmeraldTiger »

For reasons I can`t comprehend my slick new "yellow" slime shader acts like it`s solid, rather than a liquid you can swim through. In the shader file I defined "nonsolid" and "slime", but for some reason q3map2 totally disregards the surfaceparms and treats the shader as a solid texture.

Here`s the shader in question:
textures/pastex/yellowslime

Code: Select all

{
	qer_editorimage textures/pastex/yellow_slime.tga
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm slime
	surfaceparm trans
	cull disable
	deformVertexes wave 100 sin 1 1 1 0.1 
	tessSize 64
	qer_trans 0.5
	q3map_surfacelight 450
	q3map_globaltexture
	{
		map textures/pastex/yellow_slime.tga
		tcMod turb 0 0.025 0 0.25
	}
	{
		map textures/effects/envmapligh.tga
		blendfunc add
		tcMod scroll 0.25 -0.28
		tcGen environment 
	}
}
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Liquid shader acts solid

Post by dONKEY »

Are you applying the slime shader onto a nodraw brush?
Sometimes that can cause the issue you describe.
EmeraldTiger
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Re: Liquid shader acts solid

Post by EmeraldTiger »

The slime shader is applied to all surfaces of the brush.
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subst
Posts: 26
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Re: Liquid shader acts solid

Post by subst »

I don't think there's a problem with that shader, I tried it and it worked properly as slime (copied the code, only changing the paths). You could try to make a new boxmap and try it in there. If it works there could be some problem in the original map, if not there must be something else in the shader file or such i guess... Or something silly like forgotten clip brush, made invisible in editor by view-filter :p
EmeraldTiger
Posts: 392
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Re: Liquid shader acts solid

Post by EmeraldTiger »

I put the brush with the shader in a plain, unmodified box map as a means of testing it, I receive the same results. That`s odd though, how it has problems on some set-ups but not on others.
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subst
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Re: Liquid shader acts solid

Post by subst »

That's pretty weird :p And what if you make a new .shader file, containing only the slime script and nothing else.
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Eraser
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Joined: Fri Dec 01, 2000 8:00 am

Re: Liquid shader acts solid

Post by Eraser »

Are you sure the shader is tied to the texture you select in the texture window? Is the texture displayed with a white border around it (in the texture selection window)? If that's not the case then you're simply selecting the texture and not the shader. Is the shader file correctly referenced in shaderlist.txt?
Last edited by Eraser on Wed Jun 22, 2011 4:57 pm, edited 1 time in total.
obsidian
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Re: Liquid shader acts solid

Post by obsidian »

Eraser wrote:Is the shader file correctly referenced in shaderlist.txt?
Probably this.
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EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: Liquid shader acts solid

Post by EmeraldTiger »

Ahh, pasctf4.shader wasn`t in the shaderlist.txt file. I put it in and sure enough it started working. Thank you.

Strange thing though is that even though the surfaceparms didn`t work, the special visual effects I applied did. Not sure why it does that.
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obsidian
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Re: Liquid shader acts solid

Post by obsidian »

Q3Map2 reads shaderlist.txt to find the right shaders. Surfaceparms are only read by Q3Map2.

Q3 reads all the shaders. Scrolling and other surface effects are only read by Q3.

Without the shaderlist.txt, Q3Map2 couldn't find your shaders, but Q3 could still read them. Since the surfaceparms aren't compiled into the .bsp, they are treated as normal surfaces.
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