Why isn’t the shader below dividing up the surface so that the small divisions can then all deform seperately? It seems to be stuck in some kind of default 1024 size tessellation.
textures/mp_subpen/turbulent_water
{
qer_editorimage textures/liquids_sd/seawall_foam.tga
qer_trans 0.5
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
q3map_globalTexture
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm lightfilter
surfaceparm pointlight
cull disable
nopicmip
tessSize 8
deformVertexes wave 8 sin 0 8 0 0.35
deformVertexes wave 8 sin 0 4 0 0.45
{
map textures/liquids_sd/sea_bright_na.tga
blendFunc blend
rgbGen identity
//alphaGen const 0.8
tcMod scale 0.063 0.063
tcmod scroll 0.005 0.03
}
}
)
I say danke when I’m speaking to people in person. I think I just played RTCW too much