In game it displays the right texture, but bullets leave marks, it's solid, and it doesn't display the effects that water should when I noclip into it. Also, does deformVertexes work for Tremulous? I assume it doesn't, because you'd think that a lot more people would have egg transporting alien tubes.
textures/heatwave/lava.jpg
{
qer_editorimage textures/heatwave/lava.jpg
surfaceparm noimpact
surfaceparm nosolid
surfaceparm water
{
deformVertexes bulge <100> <100> <30>
}
}
It's 'nonsolid'. For solid surfaces if you don't want marks, use surfaceparm nomarks. Also I'm pretty sure you don't need < and >.
deformVertexes works absolutely fine. Try removing the < and >s from your entry. You need to add the shader file's name to your shaderlist.txt (in your base/scripts/shaderlist.txt) i.e. you named it heatwave.shader, add 'heatwave' to the end of shaderlist.txt. You also don't need to specify file extensions on shader names. textures/heatwave/lava would be fine.
Now I'm back to my first problem, the brush operates properly (no collision, no marks, water) but it has that gray and white texture, implying that it's missing.
map textures/heatwave/lava.jpg after qer_editorimage.
In game, I meant.
Quotetextures/heatwave/lava
{
qer_editorimage textures/heatwave/lava.jpg
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm water
{
deformVertexes bulge 100 100 30
}
}
Will give me textureless brushes that have nomarks, nonsolid, and water (but don't bulge, as the texture is missing).
Whereas..
Quotetextures/heatwave/lava.jpg
{
qer_editorimage textures/heatwave/lava.jpg
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm water
{
deformVertexes bulge 100 100 30
}
}
Will give me textured brushes that don't do anything the shader tells them to.
no. You add map textures/heatwave/lava.jpg to your shader.
textures/heatwave/lava
{
qer_editorimage textures/heatwave/lava.jpg
map textures/heatwave/lava.jpg
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm lava
{
deformVertexes bulge 100 100 30
}
}
Ah! Heh. I had thought you meant directly after qer_editorimage, which would do nothing.
Thanks for the help, and sorry for being thick.
Edit; AAAAAAAAND it does nothing.
Ah, my bad
textures/heatwave/lava
{
qer_trans 0.4
surfaceparm nonsolid
surfaceparm trans
surfaceparm lava
surfaceparm nomarks
deformVertexes wave 256 sin 0 5 6 0.5
cull disable
{
map textures/heatwave/lava.jpg
alphaGen const 0.2
blendfunc blend
tcMod scale 0.5 0.5
tcMod scroll 0.5 0.5
}
{
map textures/heatwave/lava.jpg
blendfunc GL_SRC_ALPHA GL_ONE
alphaGen const 0.8
tcGen environment
}
{
map $lightmap
blendfunc filter
}
}
Should be good. If it doesn't, I'm a moron. But, shaders are not my point of skill, so :P
Thanks.
I tweaked it a little to serve my purposes (those being pillars of magma, like in Hot Grounds for Nexuiz: http://www.youtube.com/watch?v=9zUcFi7VHZ0 (http://www.youtube.com/watch?v=9zUcFi7VHZ0))
Ah, so it worked. You're welcome :)
texture is very very repetitive
Yeah. That's one from filterforge under "molten lava" (or something). I came across it looking for Q3 textures earlier in the day.
Anyway, I like the effect the magma flowing out of those pipes has. Someone should make some pulsing tubes carrying clone embryos, or something. I know that there's a small hose that has a bulge moving through it. It's blue. I think it's in a default map.
Quote from: Plague Bringer on March 01, 2009, 04:54:45 AM
Yeah. That's one from filterforge under "molten lava" (or something). I came across it looking for Q3 textures earlier in the day.
Anyway, I like the effect the magma flowing out of those pipes has. Someone should make some pulsing tubes carrying clone embryos, or something. I know that there's a small hose that has a bulge moving through it. It's blue. I think it's in a default map.
Nexus6?
I'll take a devmap run through it right now.
EDIT: I think it might be G2_B2 by Jex (http://tremulous.net/forum/index.php?topic=784.0), but I can't be arsed to download and test right now (working on a map/textures/HUD catalogue).