Page 1 of 1

Q3 light and water

Posted: Wed Jan 31, 2007 3:24 pm
by ANIMAL1988
Two questions:

1. Took ths water tunnel tutorial http://bubba.planetquake.gamespy.com/tunnel1.html and when i land on the liquid surface it is solid. Would it be possible for someone to suggest why

2. Is there anyway to add light to an extremly large map without using loads of small lights?

Posted: Wed Jan 31, 2007 4:19 pm
by obsidian
Which liquid shader are you using? Different water shaders have different properties, some are solid.

Sky shaders provide a strong directional source of illumination.

You can change the strength of light entities by changing the light value in the entity inspector.

Posted: Wed Jan 31, 2007 4:24 pm
by maz0r
1. You should be sure, that at least one of the water brush's surface has a water shader. The rest has to be set to nodraw. If no surface is seen of your shader (hence it's a connection of water brushes) you'll need a special shader for it with water parms and no texture. Maybe you find one called Water Caulk in this forums, iirc it was made by hipshot. Another thing is, that you can extend your water about the borders of your map into the void, so you just need one brush for your water. Will safe you a lot of work, but dunno if there are some compiler or performance issues with this method.
2. just add a key called _ambient with a certain value to your worldspawn. But only use small amounts for final maps, since lighting will get very odd with this option turned on.

Posted: Wed Jan 31, 2007 4:26 pm
by ANIMAL1988
could anybody suggest a liquid texture that is not solid?

Posted: Wed Jan 31, 2007 6:24 pm
by dichtfux
liquids/clear_ripple1 is not solid.

use shaders (white border around them in radiant), all others will most likely be solid.

Posted: Wed Jan 31, 2007 7:15 pm
by ANIMAL1988
ok ty for ur help

Posted: Thu Feb 01, 2007 7:08 am
by DonX
Dunno about you guys.....I think q3 water needs some thing more...Maybe an entity shark !!


Image

Posted: Thu Feb 01, 2007 11:40 am
by a13n
You need to take air pressure into consideration by yourself when connecting water tunnel if you persuit physical reality.