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Author Topic: What is wrong with this shader?  (Read 1828 times)
Plague Bringer


Turrets: +147/-187
Posts: 3812


« on: February 28, 2009, 09:37:49 PM »

In game it displays the right texture, but bullets leave marks, it's solid, and it doesn't display the effects that water should when I noclip into it. Also, does deformVertexes work for Tremulous? I assume it doesn't, because you'd think that a lot more people would have egg transporting alien tubes.

Code:
textures/heatwave/lava.jpg
{
qer_editorimage textures/heatwave/lava.jpg
surfaceparm noimpact
surfaceparm nosolid
surfaceparm water
{
deformVertexes bulge <100> <100> <30>

}
}

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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #1 on: February 28, 2009, 10:54:57 PM »

It's 'nonsolid'. For solid surfaces if you don't want marks, use surfaceparm nomarks. Also I'm pretty sure you don't need < and >.
« Last Edit: February 28, 2009, 10:56:32 PM by UsaKilleR » Logged

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« Reply #2 on: February 28, 2009, 10:55:38 PM »

deformVertexes works absolutely fine. Try removing the < and >s from your entry. You need to add the shader file's name to your shaderlist.txt (in your base/scripts/shaderlist.txt) i.e. you named it heatwave.shader, add 'heatwave' to the end of shaderlist.txt. You also don't need to specify file extensions on shader names. textures/heatwave/lava would be fine.
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #3 on: February 28, 2009, 11:10:09 PM »

Now I'm back to my first problem, the brush operates properly (no collision, no marks, water) but it has that gray and white texture, implying that it's missing.
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Guest
« Reply #4 on: February 28, 2009, 11:11:14 PM »

Code:
map textures/heatwave/lava.jpg
after qer_editorimage.
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #5 on: February 28, 2009, 11:19:05 PM »

In game, I meant.

Quote
textures/heatwave/lava
{
   qer_editorimage textures/heatwave/lava.jpg
   surfaceparm nomarks
   surfaceparm nonsolid
   surfaceparm water
   {
      deformVertexes bulge 100 100 30
   
   }
}
Will give me textureless brushes that have nomarks, nonsolid, and water (but don't bulge, as the texture is missing).

Whereas..

Quote
textures/heatwave/lava.jpg
{
   qer_editorimage textures/heatwave/lava.jpg
   surfaceparm nomarks
   surfaceparm nonsolid
   surfaceparm water
   {
      deformVertexes bulge 100 100 30
   
   }
}
Will give me textured brushes that don't do anything the shader tells them to.
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Archangel
Guest
« Reply #6 on: February 28, 2009, 11:21:23 PM »

no. You add
Code:
map textures/heatwave/lava.jpg
to your shader.


Code:
textures/heatwave/lava
{
   qer_editorimage textures/heatwave/lava.jpg
   map textures/heatwave/lava.jpg
   surfaceparm nomarks
   surfaceparm nonsolid
   surfaceparm lava
   {
      deformVertexes bulge 100 100 30
   
   }
}
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #7 on: February 28, 2009, 11:26:29 PM »

Ah! Heh. I had thought you meant directly after qer_editorimage, which would do nothing.

Thanks for the help, and sorry for being thick.

Edit; AAAAAAAAND it does nothing.
« Last Edit: February 28, 2009, 11:28:13 PM by Plague Bringer » Logged

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« Reply #8 on: February 28, 2009, 11:57:41 PM »

Ah, my bad
Code:
textures/heatwave/lava
{
        qer_trans 0.4
        surfaceparm nonsolid
        surfaceparm trans
        surfaceparm lava
        surfaceparm nomarks
        deformVertexes wave 256 sin 0 5 6 0.5
        cull disable
        {
                map textures/heatwave/lava.jpg
                alphaGen const 0.2
                blendfunc blend
                tcMod scale 0.5 0.5
                tcMod scroll 0.5 0.5
        }
        {
                map textures/heatwave/lava.jpg
                blendfunc GL_SRC_ALPHA GL_ONE
                alphaGen const 0.8
                tcGen environment
        }
        {
                map $lightmap
                blendfunc filter
        }
}

Should be good. If it doesn't, I'm a moron. But, shaders are not my point of skill, so Tongue
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #9 on: March 01, 2009, 12:22:42 AM »

Thanks.

I tweaked it a little to serve my purposes (those being pillars of magma, like in Hot Grounds for Nexuiz: http://www.youtube.com/watch?v=9zUcFi7VHZ0)
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Archangel
Guest
« Reply #10 on: March 01, 2009, 12:39:48 AM »

Ah, so it worked. You're welcome Smiley
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Zero Ame


Turrets: +33/-15
Posts: 329

Which way to the alien base again?


WWW
« Reply #11 on: March 01, 2009, 04:09:59 AM »

texture is very very repetitive
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #12 on: March 01, 2009, 04:54:45 AM »

Yeah. That's one from filterforge under "molten lava" (or something). I came across it looking for Q3 textures earlier in the day.

Anyway, I like the effect the magma flowing out of those pipes has. Someone should make some pulsing tubes carrying clone embryos, or something. I know that there's a small hose that has a bulge moving through it. It's blue. I think it's in a default map.
« Last Edit: March 01, 2009, 04:56:57 AM by Plague Bringer » Logged

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Bissig


Turrets: +103/-131
Posts: 1309


« Reply #13 on: March 01, 2009, 07:15:48 AM »

Yeah. That's one from filterforge under "molten lava" (or something). I came across it looking for Q3 textures earlier in the day.

Anyway, I like the effect the magma flowing out of those pipes has. Someone should make some pulsing tubes carrying clone embryos, or something. I know that there's a small hose that has a bulge moving through it. It's blue. I think it's in a default map.

Nexus6?
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #14 on: March 01, 2009, 02:14:51 PM »

I'll take a devmap run through it right now.

EDIT: I think it might be G2_B2 by Jex, but I can't be arsed to download and test right now (working on a map/textures/HUD catalogue).
« Last Edit: March 01, 2009, 02:29:07 PM by Plague Bringer » Logged

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