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?