I’ve been trying to make my own liquid shaders, based on some of the SD’s liquid_sd, and I get it working except for lighting. They always show up totally lit even in pitch black darkness, and the same thing is also the case with the SD’s own textures/shaders. Help, anyone?
totally lit liquid in darkness
chavo_one
(chavo_one)
#2
Basically what you are after is lightmapped water so you need to add a lightmap stage to your water shader. Here is the water shader from my (soon-to-be-released) map venice. I have lightmapped water in this map.
textures/liquids_c1/canal_water
{
nocompress
qer_editorimage textures/liquids_c1/canal_water.tga
qer_trans .25
q3map_globaltexture
surfaceparm water
surfaceparm trans
surfaceparm nonsolid
surfaceparm lightfilter
tessSize 256
cull disable
deformVertexes wave 100 sin 0 1 .5 .5
{
map textures/liquids_c1/x.tga
rgbGen identity
tcmod scale .5 .5
tcmod turb 0 0.01 0 0.15
tcmod scroll .01 .01
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
denizsi
(denizsi)
#3
thanks but it didnt work. I guess I need to spend more time studying the shader manual
SoulRebel
(SoulRebel)
#5
try something like this
textures/xxxx/gma_light
{
qer_editorimage textures/xxxx/water.tga
q3map_lightimage textures/lights/light_c01.blend.tga
q3map_surfacelight 8000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/xxxx/water.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/lights/light_c01.blend.tga
blendFunc GL_ONE GL_ONE
}
}
and then make your own “blend” tga with a "light-"alpha-channel