battery sea


(mrfin) #1

Hello mapping types

I am getting along quite nicely with my new ET map but alas I’m floundering in the water!

I need some pointers with making a part of sea where multi textured shaders ( water with foam and water without) can blend together. I gather that some form of alpha map method is used but the only experiments I have made with blending are with just 2 textures. -
both the water shaders I’d like to use already contain 2 blended textures.

Thanks for help


(Shaderman) #2

Saberpeak has nice water shaders IMO. Get the source here: http://home.comcast.net/~saberpeak/website/download.html


(mrfin) #3

Thanks Shadrman

I saw this page - thing is the sourcefiles zip hasn’t got any shaders in it!


(mrfin) #4

…however…

I’m taking a nose at the contents of the pk3 …


(cookie_box) #5

is there possible to get the sourcemap of cherbourg1944 and würzburg radar??


(FireFly) #6

Hey mrfin, Nice to hear you’re working on a new map, as I realy liked your bridges map.

All I can tell is that I noticed that ‘blending shaders’ like terrain or sea shaders are frame killers. Those kind of shaders contain multiple stages that will have a huge impact on your FPS. you’ll probably have to test / experiment yourself with this untill you get a reasonable fps…

is there possible to get the sourcemap of cherbourg1944 and würzburg radar??

Try to contact the mapper that created cherbourg1944 and explain the reason why you would need the map file.

Getting your hands on the original radar map is another story: You could try to contact activision or ID ( not Splash Damage) and ask them for the map file, however AFAIK some mappers already tried to get some of the original map files from RTCW, and no-one actually got it…

I know that Freak claimed he got the mp_rocket source file, but personally I don’t think this is the case : http://www.worldwidegaming.org/modules.php?name=Forums&file=viewtopic&t=18&highlight=mprocket&sid=81be56a411dfd4d137129674bbbe59c0


(]UBC[ McNite) #7

fin, the water in battery is actually made with an alphamap, like easygen terrain. I d say its probably the only way to blend 2 shaders with real different effects. Alphablending just lets you blend 2 textures.
OR check out the watereffects we have in Warbel, they r pretty nice too.


(cookie_box) #8

the point for that i want cherbourg is becaus i want to see how more then only one destroyble obj works that can be destroyed randomly but when all of em are destroyd bla bla bla mission complete


(kamikazee) #9

Each objective should increase a global accum when it’s destruction trigger is called. That trigger should also call a trigger in the game manager block to see if this accum reached the critical value. (All objectives destroyed)
If that’s the case, set the winner and end the round.

Was that what you wanted to do? If not, better start a new topic. :wink:


(cookie_box) #10

ok, thx for the info, it did help me out :wink:


(]UBC[ McNite) #11

Cookie, u don’t need the source for that. Check out the .script that s all you need.


(cookie_box) #12

ok :stuck_out_tongue:


(DC9) #13

[quote=]UBC[ McNite]fin, the water in battery is actually made with an alphamap, like easygen terrain. I d say its probably the only way to blend 2 shaders with real different effects. Alphablending just lets you blend 2 textures.
OR check out the watereffects we have in Warbel, they r pretty nice too.[/quote]
Warbell has excellent water. :clap:


(mrfin) #14

Thanks mapping types

I have settled on a fairly calm sea - much like the battery sea where there is no foam.
It makes sense besides because there is a sea mist. I’m not too worried with fps issues as this is a v small map (early days though and alot more to build) but I’d have to try hard to get them as low as they were in the bridges map :slight_smile: