Tremulous Forum
Media => Mapping Center => Topic started by: Amtie on April 22, 2008, 11:53:24 am
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Can anyone tell me how to use water .jpg textures that arn't shaders, to texture water brushes? Some brushes, when textured on one side, give an entity leak on compile; i placed a light entity in the water. Other brushes don't have such things.
I've searched on the internet, with the clankiller tutorials site saying something about .jpgs not behaving like water. If so, then how have dozens of maps (such as Watah and pool in mission_one) got it working as a .jpg only?
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The .jpg is used by a water shader and not used directly.
Confusion can arise when the water shader name is the same as the texture name. It is good practice to name the shader differently. For example in the stock maps the suffix "_s" is added to the texture name to create the shader name.
The leak happens because a brush textured with the water .jpg will be a normal solid brush and any entities placed within it will not be within the map volume.
Water brushes should be detail with all hidden sides textured with the common/nodraw shader.
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I'll try removing the light ents from the brush. Because at the mass driver when i compiled, even with the leaks, the water there was not buggy at all.
But is there any way i can leave the light ents in the water brush, even when one of the sides is a non-shader .jpg? Without causing a leak?
And, if not, how would i go about making the .jpg into a shader? Would i have to edit the map.shader file, or make a new shader file?
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What that means is that you should not apply the water shader to said face or brush, but the water texture that is mentioned in the shader. A shader can be recognized by its white outline in the texture browser, whereas normal textures do not have a white outline.
A water brush does not seal the map hull, so you will need to make some solid brushes around your water brush to seal off the map hul. This way, you can easily stuff entities in your water brush without them reaching outside of the map.
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If you've played my map, you'd see that all water is covered in structural brushes at it's perimeter. And would this mean that, as i've posted in the fog thread, you'd have to take the specific shader part out of the map.shader and make a .shader file, paste them in, and put in scripts folder?
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And would this mean that, as i've posted in the fog thread, you'd have to take the specific shader part out of the map.shader and make a .shader file, paste them in, and put in scripts folder?
and add it to shaderlist.txt
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Thanks. I managed to get working.