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water too bright

Posted: Tue Feb 28, 2012 5:20 am
by el_rolas
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

Re: water too bright

Posted: Fri Mar 02, 2012 11:44 pm
by Ghost_Fang
I don't think water receives lightmaps at all from the compiler. You could take the suggestion from a post in this related topic: http://forums.inside3d.com/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.

Re: water too bright

Posted: Sat Mar 03, 2012 3:33 am
by leileilol
Q3bsp can allow lightmaps on liquids