Try /r_fastsky 0
water reflaction
Graham
(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
(Graham)
#23
Try /r_fastsky 0[/quote]
When I use that command, the reflection stops all together.
Graham
(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
}
}