Author Topic: Help with non-solids  (Read 8844 times)

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Help with non-solids
« on: July 25, 2008, 12:08:56 am »
Hey everyone,
I need help making non-solids such as water and fog :(.
Ive tried everything in the tutorials but the fog i just cant make and the water i cant swim in (its solid)
Do i need to do anything with the shaders or something?
Can someone please explain exactly how to make water and fog?


Fog:
Ive tried this from another post ..
Code: [Select]
textures/uncreation/fogfalloff
{
qer_editorimage textures/sfx/fog_black.tga
qer_nocarve
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .03 .01 .01 ) 2048
}
When i open and reflush shaders on GTK i get 'Shader Image Missing' for Fogfalloff. Is that normal?

For water i really have no clue :( Ive tried Bubbas tutorials but alot of it makes no sense for trem. So any help would be appriciated.
 :repeater:

Thanks for your time,
Drakotsu
« Last Edit: July 25, 2008, 12:16:24 am by Drakotsu »

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Help with non-solids
« Reply #1 on: July 25, 2008, 02:44:12 am »
Make one side(top) of the water brush water, the rest nodraw-nonsolid.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #2 on: July 25, 2008, 03:21:33 am »
Ill try that odin but what do i use for nodraw-nonsolid?I dont have a shader for that

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #3 on: July 25, 2008, 03:48:50 am »
nodraw-nonsolid is in the common shaders.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #4 on: July 25, 2008, 05:10:19 am »
This is what i am trying..
Please let me know what i am doing wrong

1. I fill my 'tub' with a water brush.
2. With the brush still selected i load common and apply the shader ' nodraw-nonsolid' to the water brush.
3. I use CTRL+SHIFT+MOUSE1 to select the surface of the nodraw-nonsolid.
4. I apply a texture that has a white box arround it to the surface of the nodraw-nonsolid.

When i do that and load the map, i cant swim in it..and when i try to jump on the water its solid (i think because of the white boxed texture)

I think i know what i am doing wrong though, i did this following bubbas tutorial and it sais if i want to let the player swim in the water i must use the liquid shader. My question is, HOW can i make the water so players can swim in it?
« Last Edit: July 25, 2008, 05:20:57 am by Drakotsu »

Circle

  • Posts: 93
  • Turrets: +8/-13
Re: Help with non-solids
« Reply #5 on: July 25, 2008, 07:37:20 am »
is your shader targeting the right image? Think of atcs and the forcefield.

Look at the karith water shader, you may have done something wrong

epsy

  • Posts: 205
  • Turrets: +8/-25
    • Armagetron Advanced!
Re: Help with non-solids
« Reply #6 on: July 25, 2008, 07:50:26 pm »
you're probably linking to the wrong shader
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
SigTemplate by Khasla.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #7 on: July 25, 2008, 09:05:47 pm »
Umm what i did was make another 64x64 image block like the ladder and named it nodrawnonsolid like the shader was, is that wrong?
And for the karith water shader... which one? The one that sais water_nodraw? That one is shader image missing
« Last Edit: July 25, 2008, 09:07:37 pm by Drakotsu »

Circle

  • Posts: 93
  • Turrets: +8/-13
Re: Help with non-solids
« Reply #8 on: July 25, 2008, 09:14:07 pm »
Did you include this in "tremulous/base/scripts" somewhere?

Quote
textures/common/nodrawnonsolid
{
   surfaceparm nonsolid
   surfaceparm nolightmap
   surfaceparm nodraw

}
« Last Edit: July 25, 2008, 09:19:43 pm by Circle »

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #9 on: July 25, 2008, 09:16:23 pm »
Thats not in that directory, would i make a new shader file? And..what would i name it? :S

Thanks for the help btw

The nodrawnonsolid is now in tremulous/common/scripts named as nodrawnonsolid
« Last Edit: July 25, 2008, 09:22:13 pm by Drakotsu »

Circle

  • Posts: 93
  • Turrets: +8/-13
Re: Help with non-solids
« Reply #10 on: July 25, 2008, 09:26:58 pm »
This should be in the common.shader which be in that folder when you set up tremulous gtkradiant.

http://tremmapping.pbwiki.com/
Did you set up your Tremulous gtkradiant correctly? Visit the Tremulous Mapping Guide

http://tremmapping.pbwiki.com/GtkRadiant1_5-Win32#Commonfiles
You could have missed this step and thus you don't have the common files set up.
« Last Edit: July 25, 2008, 09:28:57 pm by Circle »

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #11 on: July 25, 2008, 09:31:10 pm »
Thanks so much i did that :) I downloaded the common files and did what it asked, now what would i do to make water or fog? Same as i did above?

When i do this..

1. I fill my 'tub' with a water brush.
2. With the brush still selected i load common and apply the shader ' nodraw-nonsolid' to the water brush.
3. I use CTRL+SHIFT+MOUSE1 to select the surface of the nodraw-nonsolid.
4. I apply a texture that has a white box arround it to the surface of the nodraw-nonsolid.

It is still solid? :(
« Last Edit: July 25, 2008, 09:38:54 pm by Drakotsu »

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #12 on: July 25, 2008, 09:46:35 pm »
Sounds like tremulous can find the shader but q3map2 cannot. Make sure your custom shader location is in your shaderlist.txt. For example if my shaders were in "textures/meinl33tmap" then I'll need to add "meinl33tmap" to my shaderlist.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #13 on: July 25, 2008, 09:49:18 pm »
Umm so..
My shader image is in textures/common but ' common ' is already in the shaderlist.txt

OK i deleted my custom texture and reloaded GTK (The custom was a nodrawnonbuild)

But then in common/ of GTK (in the program) it had a new nodrawnonsolid and when i tried that this is exactly what i did.

With the new nodraw-nonsolid shader that popped up this is what i did.
I selected a water texture to use from karith, (water_bluish)
With the texture selected still i loaded common and applyed the new nodrawnonsolid provided by those files i downloaded.
Then i selected the surface of the shader and applied a white-boxed texture to it, (dark_water).

I then loaded tremulous with the map after using Q3map2 toolz to make it, but it was still solid!
« Last Edit: July 25, 2008, 09:59:05 pm by Drakotsu »

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #14 on: July 25, 2008, 11:34:59 pm »
Ah, I see the problem now. water_bluish is not a shader, it is one of the textures used in the water shader. The water shader used in karith is textures/karith/water

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #15 on: July 26, 2008, 12:42:51 am »
ok so if i do this

1. I fill my 'tub' with the brush karith/water
2. With the brush still selected i load common and apply the shader ' nodraw-nonsolid' to the water brush.
3. I use CTRL+SHIFT+MOUSE1 to select the surface of the nodraw-nonsolid.
4. I apply a texture that has a white box arround it (misc/dark_water) to the surface of the nodraw-nonsolid.

But its still solid :( what am i doing wrong?

And then i tried this but it was still solid

1. I fill my 'tub' with the brush karith/water
2. With the brush still selected i load common and apply the shader ' nodraw-nonsolid' to the water brush.
3. I use CTRL+SHIFT+MOUSE1 to select the surface of the nodraw-nonsolid.
4. I apply a texture that has a white box arround it (karith/water) to the surface of the nodraw-nonsolid.

Is it that maybe the shader script for karith/water isnt there? (IDK if it is or not :()

(By the way im trying to make the water so people can swim in it)

I checked the common.shader file and there is no /karith/water in the file...so can anyone provide me the script that i need to use?
« Last Edit: July 26, 2008, 12:53:41 am by Drakotsu »

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #16 on: July 26, 2008, 02:11:23 am »
The Karith water shader is not in textures/common, it is textures/karith/water.

Texture the visible face of the water brush with textures/karith/water and texture the hidden surfaces with textures/common/nodrawnonsolid

Here's an example map. This only uses shaders and textures from the stock maps.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #17 on: July 26, 2008, 02:16:06 am »
Never said it was in /common, i said that my nodrawnonsolid was XD

Also..what brush should i use for the water?
You said i should use the sides and bottom - nodrawnonsolid
and the top - karith/water
But what should the base texture be? anything?
(base texture meaning the texture i apply nodrawnonsolid and karith/water to)

(BTW there IS no SCRIPT for karith/water in the common shaders file)

EDIT:
I tried what you said..but its still solid.

EDIT2:
The .map file you gave me... the water was solid when i compiled the map :P
Im trying to map the water so its dive-able, or so aliens and hummies can SWIM in it...
« Last Edit: July 26, 2008, 02:28:36 am by Drakotsu »

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #18 on: July 26, 2008, 02:45:54 am »
Sounds like something is wrong with your setup - q3map2 cannot find the water shader. The example map compiles into nonsolid water here. The karith water shader is NOT a separate file - it is in the karith shader file (in the karith pk3) together with all the other shaders used in the karith map. If you have configured radiant correctly then the karith water shader should be selectable in the textures menu for karith.

The "base textures" are specified in the shaders and should not need to be manually set.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #19 on: July 26, 2008, 03:08:47 am »
1. I can see the water shader in karith in GTK, in the textures menu, thats all fine.
2. The setup i used for q3map2toolz is exactly as the picture shows on this one from the wiki:


Does it matter what switches i compile the map with?
« Last Edit: July 26, 2008, 03:10:47 am by Drakotsu »

Hugoagogo

  • Posts: 96
  • Turrets: +2/-9
Re: Help with non-solids
« Reply #20 on: July 26, 2008, 04:49:36 am »
for test compiles the one build into gradient works just fine
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Lava Croft

  • Guest
Re: Help with non-solids
« Reply #21 on: July 26, 2008, 09:38:12 am »
Are you sure you are applying the water shader[/b], instead of just the water texture.

A shader has a white outline in the Radiant texture browser, a texture does not.
« Last Edit: July 26, 2008, 09:09:26 pm by Lava Croft »

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #22 on: July 26, 2008, 08:32:14 pm »
Im applying the water shader (karith/water) to the top (surface) of nodrawnonsolid.

(is there suppose to be a shader script for karith/water in the common.shader file?)

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #23 on: July 26, 2008, 09:07:44 pm »
Im applying the water shader (karith/water) to the top (surface) of nodrawnonsolid.

So the top face of your water brush has textures/karith/water and the other faces have textures/common/nodrawnonsolid ?

(is there suppose to be a shader script for karith/water in the common.shader file?)

No. The karith water shader is defined in the karith.shader file. This is inside the karith pk3.

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #24 on: July 26, 2008, 09:17:41 pm »
Yes that is correct taiyo

But im not using an actual water brush.
Its just nodrawnonsolid block with a top of it as /karith/water
Is that correct?
If its not what brush would i use at first and THEN turn it into nodrawnonsolid with karith/water?
« Last Edit: July 26, 2008, 09:20:28 pm by Drakotsu »

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Help with non-solids
« Reply #25 on: July 27, 2008, 02:16:01 am »
Brushes are brushes. There is no special type of brush for water. The properties of brush volumes and faces are defined by the shaders applied to them. As in the example map I posted, the top face of the water brush is textured with textures/karith/water and all other faces with textures/common/nodrawnonsolid

Drakotsu

  • Posts: 110
  • Turrets: +2/-1
Re: Help with non-solids
« Reply #26 on: July 29, 2008, 01:24:12 am »
When i compile the test map you gave me this is the cmd window that appears,
Notice that GTK cannot find /water shader.
Any idea why?