water reflaction


(Sauron|EFG) #21

Try /r_fastsky 0


(Graham) #22

Aww, I feel like such a stupid twat now. Either way, I fixed it, I’m now going to tweak it. :chef:


(Graham) #23

Try /r_fastsky 0[/quote]

When I use that command, the reflection stops all together.


(Graham) #24

Well, it’s kind of working, I’ve got a problem:

I keep getting splotches of texture that are not refelctive on the water, they come and go quickly when looking around.

Also, is there any way I can have reflective water that can still be seen through or am I asking too much?

My Shader so far:

textures/a_refwater_test/water
{
	qer_editorimage textures/liquids_sd/siwa_water.tga
	qer_trans .5
	q3map_globaltexture
	cull disable
	nocompress
	nofog
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm water
	waterfogvars ( 0.11 0.13 0.15 ) 0.2
	nopicmip
	surfaceparm nolightmap
	portal
	{
		map textures/liquids_sd/siwa_water.tga
		blendFunc blend
		alphaFunc GE128
		rgbgen identity
		tcmod scale 0.5 0.5
		tcmod scroll -.02 .001
		fog on
		blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		depthWrite
	}

	{
		map textures/pirates/water_fx1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.3 0.02 0 0.25
		tcmod scale 0.2 0.2
		tcmod scroll -.01 -.002
		fog on
	}
}