wow… I found them! should i extract them somewher like with pak0.pk3 or just i dont need them?
water and sky
MadJack
(MadJack)
#42
put them (pk3) into the etmain dir. That’s all. Radiant uses the resources directly from the pk3
MadJack
(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
(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 … :???: 
