water and sky


(Victorianetza) #41

wow… I found them! should i extract them somewher like with pak0.pk3 or just i dont need them?


(MadJack) #42

put them (pk3) into the etmain dir. That’s all. Radiant uses the resources directly from the pk3


(Victorianetza) #43

ok thnx :smiley:


(MadJack) #44

so hmmm… I guess there are no caulk in you map? If the common.pk3 wasn’t there…

Oh and how long did it take to run full vis???


(Victorianetza) #45

still i did not use it… gonna tell u when done

why the hell the water is the same.?? i use siwa_water_2 and place this info in mymapname.shader

textures/liquids_sd/siwa_water_2
{
	q3map_baseshader /liquids_sd/siwa_water_2
	cull none
	deformVertexes wave 1317 sin 0 2.5 0 0.15
 	deformVertexes wave 317 sin 0 1.5 0 0.30
	
	{
		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 .8
		tcmod scroll 0.005 0.03

	}
	{
		map textures/liquids_sd/seawall_foam.tga
		blendFunc GL_SRC_ALPHA GL_ONE
		rgbGen wave sin 0.2 0.1 0 0.2
		alphaGen vertex
		tcMod turb 0 0.05 0 0.15
		tcmod scroll -0.01 0.08
	}
	{ 
		map textures/liquids_sd/seawall_foam.tga
		blendFunc GL_SRC_ALPHA GL_ONE
		rgbGen wave sin 0.15 0.1 0.1 0.15
		alphaGen vertex
		tcMod turb 0 0.05 0.5 0.15
		tcmod scroll 0.01 0.09
	}
	
}

the water still has a transperent color … :???: :frowning: