Teleportal shader?


(Aikon) #1

Hey guys,

I’m making a teleportal for my map, which will lead to the easter egg, but I’m unable to make it the right surface. It should not have any impact, so when throwing a nade into it, it should disappear, and it should have a water-like-surface, so it should give a water-like splash when shooting it.

I’ve searched for “Teleportal”, “Teleporter”, “water” and “noimpact”. Just so you know that I’ve used the search-button…

Oh wise masters of the shaders, speed me to help make my teleporty! :slight_smile:

EDIT: erhm…Lol, srr, forgot to post the script of my shader:

textures/aikon/teleportal01
{

 surfaceparm nomarks
 surfaceparm noimpact
 surfaceparm water
 implicitmap -

}

(cementosje) #2

decompile the simpsons map :wink: there is a teleporter in it :wink:


(Aikon) #3

I know what the teleporting Entity is, I got that one from Erik-Ftn’s wolfenstein docs, an entity for RtCW, but works for ET also. But my problem is with the texture itself, I can’t get the shader to give me those specific surfaceparms.

The script is above, someone plz help? I have tried the shaderlab, but that tutorial did not answer my request.


(LaggingTom) #4

Did you try just one of the default water shaders in “liquids” ?


(Aikon) #5

Yes, but this made the texture see-through, which gave the ability to see into the void…which made it mirror-looking. Pic of the teleportal:

The texture I used was from Sock’s metal sfx.


(Detoeni) #6

“surfaceparm water” make a volume water, not a surface.
“surfaceparm noimpact” would stop all effects that you would normaly get with “surfaceparm water”. noimpact means that entities like bullets, rockets will past through this surface as if its not there.

The only surfacepram that will remove things like grenades, is sky as far as know.


(Aikon) #7

Thx for that info, Detoeni, I thought that the “surfaceparm water” would give the sfx of actual watersplashes on the surface, like with normal watertextures, and the “surfaceparm noimpact” was, what I figured it to be, non-impact for all weapons. So far I have replaced the surfaceparms by “surfaceparm sky”, and everything I throw in it actually disappears. As for the water-sfx, is this a special animation I must trigger, or can this be done with a simple surfaceparm or brush-property?

Edit: After checking up with the Liquids, I found out that the pics of these are blank… liquids_sd only? Checking out the shader for liquids_sd right now.

Edit2: After accidentally checking out a shader named “_unsorted”, I found 3 things with “watersplashes”. All 3 animations.

water_splash
{
	entityMergable
	nopicmip
	{
		map models/weaphits/water_splash.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
}

waterbubble
{
	cull none
	entityMergable
	sort underwater
	{
		map sprites/bubble.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
}

watersplash
{
	cull disable
	{
		animmap 20 models/weaphits/splash2_1.tga models/weaphits/splash2_2.tga models/weaphits/splash2_3.tga models/weaphits/splash2_4.tga gfx/colors/ablack.tga
		blendfunc blend
		alphaGen wave inversesawtooth 0 1 0 4
	}
}

Maybe this is usefull for in the shader somehow…but…how?