I’ve been trying to get several blue shades of water using the new alphaMod features of the latest q3map2 release. What I’m trying to do is get the water to go from blue to light blue to almost completely transparent(see screenshot below).
Now I can get the first two shades alright, but I’m having truble making the second shade(light blue) gradually go completely transparent. The shaders for the two colors I have so far are below. It’s my understanding that to make something go completely transparent with the new alphaMod commands I have to use the GL_SRC_ALPHA GL_ONE function on every stage. This however completely screws up the color of my water cause everything becomes extermely bright and it doesn’t match the rest of the water.
Any Idea on how to make textures/water_test/shallowWater gradually go fully transparent?

textures/water_test/deepWater
{
qer_editorimage textures/water/ocean5.tga
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm pointlight
{
map textures/water/ocean5.tga
blendFunc blend
rgbGen identity
alphaGen const .7
tcmod scroll 0.005 0.03
}
}
textures/water_test/shallowWater
{
qer_editorimage textures/water/ocean4.tga
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm pointlight
{
map textures/water/ocean5.tga
blendFunc blend
rgbGen identity
alphaGen const .7
tcmod scroll 0.005 0.03
}
{
map textures/water/ocean4.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave sin 0.4 0.1 0.25 0
alphaGen vertex
tcMod turb 0 0.05 0 0.15
tcmod scroll -0.01 0.08
}
}
I finally made it work. I got stuck there for a while cause ydnars common shaders were wrong(they gave all 75% opacity) and it took me quite a bit to figure that out. I was about to report it when I saw that ratty had already reported it(gotta learn to read stuff through at some point)





