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water too bright

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water too bright

Postby el_rolas » Tue Feb 28, 2012 5:20 am

Hi, I'm a novice making maps, and I'm doing a water shader on quake 3 map, I dont know why but the water is to bright, here is the shader

Code: Select all

extures/water/water
{   qer_trans .1
   qer_nocarve
   qer_editorimage textures/water/water.tga
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm water
   surfaceParm noimpact
   cull twosided
   nomipmaps
   nopicmip
   tessSize 256
   q3map_globaltexture
   {
      map textures/water/water.tga
      blendFunc gl_dst_color GL_one
      rgbGen const ( 1 1 1 )
      tcMod turb 0.10 0.7 0.10 0.010
            
   }
   {
      map textures/water/water.tga
      tcGen environment
      blendfunc filter
      rgbGen const ( 1 1 1 )
      
   }
   {
      map textures/water/water.tga
      blendfunc gl_dst_color GL_one
      rgbGen const ( 1 1 1 )
      tcMod scroll 0 0.5
      
   }
   {
      map $lightmap
      rgbGen Identity      
      blendFunc GL_DST_COLOR GL_zero
            
   }

   
}



please I need your help
el_rolas
 
Posts: 6
Joined: Sun Feb 26, 2012 7:12 am

Re: water too bright

Postby Ghost_Fang » Fri Mar 02, 2012 11:44 pm

I don't think water receives lightmaps at all from the compiler. You could take the suggestion from a post in this related topic: viewtopic.php?f=6&t=4733


negke wrote:Liquids don't emit light, but they are always fullbright ingame. The only way I could think of to make a normally lit water surface is to use a non-asteriks water texture on a func_illusionary above the surface of the water volume or on a custom progs func_water entity. Of course it won't be animated then. Maybe a custom flow animation made from the original water texture would work in the tunnel? Otherwise you'll have to work around the problem, for example by making the tunnel go around a corner.


Using a shader would still allow the animated effect as well without using "*water" textures.
Ghost_Fang
 
Posts: 336
Joined: Thu Nov 12, 2009 4:37 am

Re: water too bright

Postby leileilol » Sat Mar 03, 2012 3:33 am

Q3bsp can allow lightmaps on liquids
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am


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