Shader help

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GtkRadiant
Posts: 43
Joined: Fri Aug 26, 2011 3:18 pm

Shader help

Post by GtkRadiant »

Hey Eraser, on the issue about the light coming from the player, you said:

"Last problem, light styles are not a feature of the version of id Tech 3 used in Quake 3 Arena. This was added later on for games like Jedi Knight 2."

light styles ARE possible in q3, in fact, I'm using them in my map. in order to use them, this must be set to the worldspawn:

key: rbg
value: waves
Last edited by GtkRadiant on Fri Sep 16, 2011 11:45 pm, edited 1 time in total.
GtkRadiant
Posts: 43
Joined: Fri Aug 26, 2011 3:18 pm

Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

only, from first glance, it looks like only one style works.
GtkRadiant
Posts: 43
Joined: Fri Aug 26, 2011 3:18 pm

Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

While I'm still rambling, can anyone help me with my water shader? there's no error messages in the console, but the texture is missing.

here's what the shader looks like:


textures/factory/water //this is the water shader that I'm having problems with.

{
qer_editorimage textures/factory/water.tga
surfaceparm water
surfaceparm nolightmap
surfaceparm nodlight
}

textures/factory/waterflow //the waterfalls, not the water, I need to edit this though, the water flows up the waterfall. XD

{
qer_editorimage textures/factory/waterflow.tga
surfaceparm nolightmap
surfaceparm nodlight
{
map textures/factory/waterflow.tga
tcMod scroll 0 .5
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

textures/factory/spring1

{
qer_editorimage textures/factory/spring1.tga
surfaceparm trans
deformvertexes autosprite2
surfaceparm nolightmap
surfaceparm nodlight
{
map textures/factory/spring1.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
animMap 8 textures/factory/spring1.tga textures/factory/spring2.tga textures/factory/spring3.tga textures/factory/spring4.tga textures/factory/spring5.tga textures/factory/spring6.tga textures/factory/spring7.tga textures/factory/spring8.tga
}
{
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}


textures/factory/ENV/celsky
{
qer_editorimage textures/factory/ENV/celsky_ft.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
q3map_globaltexture
q3map_lightsubdivide 256
q3map_surfacelight 300
q3map_sun 0.6 0.6 0.6 100 120 60
skyparms textures/factory/ENV/celsky - -\
}

sorry for the huge post...

and here's a pic of the problem.
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: EntityPlus - A single player Q3 mod

Post by Hipshot »

You are cluttering the thread with things non essential to this mod, can't you take it in a new thread instead?
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
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: EntityPlus - A single player Q3 mod

Post by obsidian »

Split this thread off to stop it cluttering up the other thread.




In the first shader, you don't have an actual texture stage, just an editor image. The shader needs to be told what texture to use, each stage needs it's own set of curly brackets "{ ... }". A simple texture stage should contain the directive "map path/to/texture.tga". See the existing id Software shaders for examples.

For the second shader, can't you just rotate the texture 180-degrees in the editor to make the water flow the other way? :dork:

Read the shader manual. Lots of tips and the best place to start. Link on my signature.
[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]
GtkRadiant
Posts: 43
Joined: Fri Aug 26, 2011 3:18 pm

Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

obsidian wrote:Split this thread off to stop it cluttering up the other thread.




In the first shader, you don't have an actual texture stage, just an editor image. The shader needs to be told what texture to use, each stage needs it's own set of curly brackets "{ ... }". A simple texture stage should contain the directive "map path/to/texture.tga". See the existing id Software shaders for examples.

For the second shader, can't you just rotate the texture 180-degrees in the editor to make the water flow the other way? :dork:

Read the shader manual. Lots of tips and the best place to start. Link on my signature.
thanks for the help, I'll fix those problems. :D
GtkRadiant
Posts: 43
Joined: Fri Aug 26, 2011 3:18 pm

Re: Shader help

Post by GtkRadiant »

...And sorry for cluttering up the other thread, I don't know how to make a new one...
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: Shader help

Post by deqer »

GtkRadiant wrote:...And sorry for cluttering up the other thread, I don't know how to make a new one...
That's because the New Topic button is not where it usually is (left side, above list.) Instead, they moved it to be where the User Menu is (right side), and it doesn't look like a button.

Honestly, the usability of this site could be a lot better.
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