I feel like such a noob - but anyways
-
Below are two shaders they are pretty much spliced from siwa_water and the battery ocean terrain. - Now then here are the code sections:
My sea texture
textures/omaha_ov/sea
{
nocompress
qer_editorimage textures/liquids_sd/sea.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm nomarks
cull disable
nopicmip
nofog
deformVertexes wave 1317 sin 0 2.5 0 0.15
deformVertexes wave 317 sin 0 1.5 0 0.30
waterfogvars ( 0.11 0.13 0.15 ) 0.2
{
map textures/liquids_sd/seawall_specular.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
tcGen environment
depthWrite
}
{
map textures/liquids_sd/sea_bright_na.tga
blendFunc blend
rgbGen identity
alphaGen const 0.8
tcmod scroll 0.005 0.03
}
}
SD’s Siwa_water texture
textures/liquids_sd/siwa_water
{
nocompress
qer_editorimage textures/liquids_sd/siwa_water.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm nomarks
cull disable
nopicmip
nofog
waterfogvars ( 0.11 0.13 0.15 ) 0.2
{
fog on
map textures/liquids_sd/siwa_water.tga
blendFunc blend
alphaFunc GE128
depthWrite
rgbgen identity
tcmod scale 0.5 0.5
tcmod scroll -.02 .001
}
{
fog on
map textures/liquids_sd/seawall_ripple1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.3 0.02 0 0.25
tcmod scale 0.01 0.01
tcmod scroll -.001 -.0002
}
{
fog on
map textures/liquids_sd/seawall_ripple1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.1 0.03 0 0.4
tcmod scale 1 1
tcmod scroll -.005 -.001
}
{
fog on
map textures/liquids_sd/siwa_shimshim1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.4 0.02 0 0.3
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .005 -.001
}
}
Ok so you can see the only difference in my shader is that ive removed 2 textures from the shader - replaced the other two with diff tga files - also add 2 deformvertexes for the rise of ocean
In ET the textures are fine, the brush deforms also - however - it is not a liquid - its as if the nonsolid line is being ignored.
thnks - db

