Got the foggy water, but also got two surfaces ???


(Mr_Tickles) #21

Hey guys, thanks for all your help :slight_smile: Thanks Nutter, I took a mosey on over to your thread on foggy water and took chavo_one’s advice about splitting the fog and water shader/brushes, it works really well now thanks :slight_smile:

Well, the water is going to be used for the ocean as the texture name suggests “ocean”. Here is a screenshot of how it turned out:

Thanks all!

Oh, and I still have no idea why the two surfaces were appearing, so I can’t help you there if you were wondering how I got that one sorted. Just kinda happened when the shaders were split.

Hmmm, I still need to put a fog in the distance to cover up the edge of the map, and maybe a slight mist over the surface, hehe.

Right! On to the sky next! Lol


(MadJack) #22

Shaders are the same and working then?


(Mr_Tickles) #23

This is the new shader:

textures/mr_tickles/ocean
{
   nocompress
   qer_editorimage textures/mr_tickles/ocean.tga
   qer_nocarve
   qer_trans .5
   q3map_globaltexture
   deformVertexes wave 12 sin 0 12 0 .5
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm water
   surfaceparm nomarks
   cull disable
   nopicmip
   tesssize 1024

   {
      map textures/mr_tickles/ocean.tga
	blendFunc GL_ONE GL_ONE
      alphaFunc GE128
      rgbgen identity
      tcmod scale 0.4 0.2
      tcmod turb 0 0.003 0.5 0.5
      tcmod scroll -0.01 -0.01
   }

}

textures/mr_tickles/fog1
{
   qer_editorimage textures/mr_tickles/fog1.tga
   qer_trans 0.5

   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm nolightmap
   surfaceparm fog
   fogparms ( 0.01 0.01 0.015 ) 2048
}

Not quite the same, but works nicely :slight_smile:


(ratty redemption) #24

@Mr_Tickles, cool that you`ve got your water working, and the screens are looking better :slight_smile:

Ive been too busy to test your test map and older shader yet, but Im still going to as I want to see if the duplicate planes bug crops up for me, but it may be just one of those weird quirks no one really understands …at least you know you weren`t doing anything really n00bish with it :wink:

and after this trial by… eh, water… your future mapping should be less painful in this area :slight_smile:

just a little recommendation, do some forum searches and tests with the q3map2 alphamod volume brushes, for fading your sea water as it nears the edge of your map, unless you have dense atmospheric fog, in which case you probably wouldn`t need it.

this is very quick to set up once we`ve learned the basics, although for you to apply the “soft edge” water effect around all those islands might be daunting, so if try this, keep it simple to start with.


(Mr_Tickles) #25

Thanks, I was wondering how to tackle that problem. At the moment though I have some texture problems to sort out, hopefully they won’t take too long, famous last words. Thanks for all the help and patience :slight_smile:

Hope you work out what was going on with the duplicate planes thing.


(=DaRk=CrAzY-NuTTeR) #26

looks good :slight_smile: