water too bright
Moderator: InsideQC Admins
3 posts
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water too bright
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
please I need your help
- 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
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
Using a shader would still allow the animated effect as well without using "*water" textures.
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
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