Author Topic: mission one water texture  (Read 3024 times)

swamp-cecil

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mission one water texture
« on: June 20, 2010, 09:59:19 pm »
i am making a map called mars water base, and obviously needs water. i tried the mission 1 water, but messed up on me. also, how do i set the rotating wheel for i think it is func_rotating?
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

MrFish

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Re: mission one water texture
« Reply #1 on: June 21, 2010, 02:46:51 pm »
Go into mission one's shader file and copy their "voda" texture to your shader file. Change the necessary information and give mission one credit if you're going to use their shader. Also you need an origin brush with func_rotate. Put a small square origin brush at the center of the brush you want to rotate. Select it and the brush that you want to rotate. Set both to func_rotate. Der you have it.

God, maker of the world

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Re: mission one water texture
« Reply #2 on: June 22, 2010, 04:40:24 am »
Or just select karith/water

swamp-cecil

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Re: mission one water texture
« Reply #3 on: June 22, 2010, 08:51:45 pm »
im using voda. do i need to put zed under it or something?
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

MrFish

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Re: mission one water texture
« Reply #4 on: June 22, 2010, 10:24:50 pm »
The problem is you need to put mission_one_b7 and/or your map name in the shaders list in you scripts folder. Otherwise some shaders don't work right. Not sure about all the info on that but just do it. Except, DONT rely on other shaders. Anyone who does not have mission's voda texture will not be able to see it and get the ugly grey-with-white-stripes texture. Learn how to make your own shader file (very easy, trust me) with the shader manual so you can avoid this.

God, maker of the world

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Re: mission one water texture
« Reply #5 on: June 23, 2010, 04:53:11 am »
This is the text in the .shader file in the mission_one_b7 PK3:
Code: [Select]
textures/mission_one/voda
{
  //surfaceparm trans
  //surfaceparm nonsolid
  surfaceparm water
  surfaceparm nolightmap
  cull disable
  deformVertexes wave 64 sin .25 .25 0 .5
  {
    map textures/mission_one/voda.jpg
    blendFunc GL_DST_COLOR GL_ONE
    rgbgen identity
    tcmod scale .5 .5
    tcmod scroll .025 .01
  }
  {
    map textures/mission_one/voda.jpg
    blendFunc GL_DST_COLOR GL_ONE
    tcmod scale -.5 -.5
    tcmod scroll .025 .025
  }
}

If you want to use it in your map without being dependent on the presence of the mission_one map, you have to put it into your own shader file and change it something like this:

Code: [Select]
textures/mars_water_base/water_s
{
  //surfaceparm trans
  //surfaceparm nonsolid
  surfaceparm water
  surfaceparm nolightmap
  cull disable
  deformVertexes wave 64 sin .25 .25 0 .5
  {
    map textures/mars_water_base/water.jpg
    blendFunc GL_DST_COLOR GL_ONE
    rgbgen identity
    tcmod scale .5 .5
    tcmod scroll .025 .01
  }
  {
    map textures/mars_water_base/water.jpg
    blendFunc GL_DST_COLOR GL_ONE
    tcmod scale -.5 -.5
    tcmod scroll .025 .025
  }
}

Three lines were changed. Don't forget to put a texture named "water.jpg" (maybe just a renamed copy of "voda.jpg") into your PK3.

You can also add
Code: [Select]
qer_editorimage textures/mars_water_base/water.jpg
qer_trans .5
among the first few lines, so that you have a nice icon and texture while editing.
« Last Edit: June 23, 2010, 04:57:06 am by God, maker of the world »