Okay, so upon map testing, some people have complained about the flame shader not animating sometimes. The server ran ET Pro, and the flame was not animating. They switched to vanilla ET, it worked. They switched back to ET Pro, it still worked.
Then I was thinking about it, and a few times, I could have sworn the flames were not animating, but then later, I’d check again, and they would be… this was just testing locally.
Anyway, any ideas? Here’s the shader, a modified version of sfx/wilsflame2.
textures/raiders/wilsflame2_sprite
{
qer_editorimage textures/sfx/flame1.tga
deformVertexes autoSprite2
cull none
nofog
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm trans
{
animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga
blendFunc GL_ONE GL_ONE
rgbGen wave inverseSawtooth 0 1 0 10
}
{
animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sawtooth 0 1 0 10
}
{
map textures/sfx/flameball.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin .6 .2 0 .6
}
}
