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Old 07-20-2003, 03:46 PM   #1
Mr. Chopper
 
Join Date: Apr 2003
Posts: 139
Waterfall Shader

Yeah, um hi....... I want to replace the mucky water in the yavin waterfall with the one in bespin, so I made a shader file...


textures/misc/flowing1
{
qer_editorimage textures/bespin/water2
surfaceparm slick
surfaceparm metalsteps
q3map_nolightmap
q3map_onlyvertexlighting
cull disable
{
map textures/bespin/water2
blendFunc GL_ONE GL_ZERO
rgbGen exactVertex
alphaGen const 0.9
tcMod scroll 0 -1
tcMod scale 3 3
}
{
map textures/bespin/water2
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen const 0.33
tcMod scroll 0 -0.25
}
{
map textures/bespin/water2
blendFunc GL_DST_COLOR GL_ONE
tcMod scroll 0 -0.15
tcMod scale 3 3
}
}

Now this is almost an exact replica of yavin.shader, the waterfall portion except where I replaced all the yavin/water stuff with bespin/water2. Now my new "shader" will show up in radiant, but when I compile and test, all I get are gridlines. Helllp!!
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Old 07-20-2003, 08:37 PM   #2
zeimi
 
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Location: Finland
Posts: 68
Isn't this about the pure server thing?
Try sv_pure 0 or packing necessary files to pk3.
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Old 07-20-2003, 08:49 PM   #3
zeimi
 
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Posts: 68
Bah, double post. And now I now the reason for it...

Last edited by zeimi; 07-21-2003 at 08:22 AM.
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Old 07-21-2003, 01:14 PM   #4
wedge2211
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You should put the shader file into a .pk3. set sv_pure 0 is a temporary solution.

Also, whenever you compile with a new shader file, you must add that shader filename to shaders/shaderlist.txt, which you will find in your base folder.


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