anybody know wheer i can find like a redish water?
and also wheer can i find chrome?
it would be great if i can dl these instead of looking in radiant.
thanks =D
anybody know wheer i can find like a redish water?
and also wheer can i find chrome?
it would be great if i can dl these instead of looking in radiant.
thanks =D
you can make a redish water using photoshop or gimp. just take a water image from ET and moddifiy it to make it look red. then you will need to write a shader to make it behave as water
to make the effect of chrome that also requires a shader
there are TONS of threads about shader so you should have no problem searching for them
Hi mike9977!
http://www.new-etmaps.de/pics/pref_laboratory_doors_b.JPG
//Loffy[/img]
thx, ill use that its good enough. i was thinking, can u make red water put using swia_water and putting a red light in it?
and also one more question, i know theres alot of threads about reflection from water, but they dont answer this question. how can i make the water reflect on the walls? like if u are in a pool, sun shines in it, and makes reflection.
as for the water flections on a wall off a pool, there is something in this thread that can help,
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8684&highlight=water+walls
it will give the effect your looking for, i tried it before and it works, but it was fps intensive on my old p3-800/geforce2… but most ppl have
more powerful puters nowadays anwyays, so it should work out ok.
EDIT:
just tried it out, looks not to bad… here is a sample map that shows it in action,
http://rapidshare.de/files/28663479/water_reflections.pk3.html
well, you need some kind of photo editing software, i used psp7, but there is gimp, which can also do the alpha channels.
basicly the alpha channel is a 256 grey scale image thats part of 32 bit images, its not displayed but is used to allow certain parts of
an image to be shown in intensity depending on how dark/bright the pixel is for the alpha image. very bright or all white pixels ( 255 )
will allow a shader that uses the alpha channel to display that pixel fully opaque, while a totally black pixel ( 0 ) will not display that pixel
of the 24 bit image at all. as in the case of this water reflection, the bright alpha channel of the image will display the reflections dimmer
while a darker alpha channel will show them brighter… ( they are not real reflections, but rather additive images of water ).
you can download ‘the gimp’ and create an alpha channel for the texture you want to use, then increase the brightness of the alpha channel
as it mentioned in that post to 60-75% brighter and save the new texture as a 32 bit image, just rename the image and place it in your own
texture folder. re-edit the shader i have in that pk3 file and use it for your new water reflection effect textures.
well i got ur idea but, i was cheap, i took the pk3’s water relection and paste it in mine, when i play it, all the walls r black and orange =/ u think that the water reflecting tile is not one of the right 256x256 things?
edit* wait nvm it is 256x256, but its black and orange on ur map and mine, why? i should just add the shader into another texture lol
well, you can use the texture and shader if you like, but extract the pk3 for now into the proper folders in your etmain and
make shure you add the water_reflect shader to your shaderlist.txt file, its probably not reading the shader file is why your
getting the orange and black.
heres a pic

here it is in the game (without the reflection tile) the red is wheer i want the water to reflect

Just a small comment: You should always have at least 2 seperate ET installs: 1 for playing 1 for mapping… Looking at the screenshot you provided it seems that you tested your map with the same et ‘install’ you use to play the game online…
1st of all, you cannot use that shader with another texture that is not prepare with the proper alpha channel, if you have the
shader and textures in the proper folder and the shader added to your shader list it should work.
if you want to use that effect with a different texture, you can use the shader as a template for the new texture but make shure that texture
you use has a bright alpha channel. and as for lighting up as you describe, it will work that way when its all setup.
that shader i included with the texture will only work with that texture, if you want to
use another different texture, you must make an alpha channel like i mentioned for it
and copy the shader to a new shader ( can be within the same shader file, doesnt matter )
and change the names of the texture to match the one you intend to use.
oh sry i was talking to firefly i dont get what he means lol, ok ill try that thx