textures/misc_outside/sf_deepbluesea
{
qer_editorimage textures/misc_outside/ocean2.tga
qer_keyword natural
qer_keyword liquid
qer_keyword ocean
qer_trans .4
surfaceParm trans
surfaceParm water
surfaceParm noimpact
cull none
tessSize 128
deformVertexes move 0 2 2 sin -3 1 0 .1
deformVertexes move 0 2 2 sin 0 5 0 .05
deformVertexes bulge -6 6 .3
// deformVertexes wave 1000 sin 100 80 1 .3
// deformVertexes bulge -6.2831853 16 .8
//bulge = numberoftimesrepeatedpertexture amplitude frequency
{
map textures/misc_outside/ocean2.tga
blendFunc blend
depthWrite
rgbGen identity
alphaGen dot .1 .6
tcMod scroll .01 0
tcMod scale 9 7
tcMod turb 0 .08 0 .08
}
{
map textures/misc_outside/ocean2.tga
blendFunc add
depthWrite
rgbGen identity
rgbGen const (.95 .94 1)
alphaGen dot .1 .6
tcMod scroll -.01 .002
tcMod turb 0 .005 0 .008
tcMod scale 10 9
}
{
map textures/misc_outside/froth.tga
blendFunc blend
alphaGen dot .1 .6
tcMod scroll .01 .01
tcMod turb 0 .01 0 .05
tcMod scale 9 7
}
{
map $lightmap
rgbGen Identity
blendFunc GL_DST_COLOR GL_ZERO
}
}
New mapper
Moderator: Moderators
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
easy use a texture that doesn't have waves ie. pond scum or open a water shader (most found in misc_outside.shader) and alter the values (forget exactly how many values you have to change, someone will remember.
i'm not f****** angry, i'm from philadelphia .


Oh sorry, I thought it was a bug.
Well select your face and texture and hit S. Then use horizontal scale to change the width scale of the texture and vertical scale to change the heigth scale of your texture.
As I see on your screenshot (only talking about the ugly brown surface), you have to scale down the vertical direction of the texture a lot and the horizontal scale should also be a bit smaller.
Use the horizontal shift and vertical shift to change the position of the texture. And use rotation to rotate your texture.
To fit the whole texture on your surface (like for door- or window textures); select your texture and face and press control + F (fit to face)
Play a bit with this stuff to get used to it.
Well select your face and texture and hit S. Then use horizontal scale to change the width scale of the texture and vertical scale to change the heigth scale of your texture.
As I see on your screenshot (only talking about the ugly brown surface), you have to scale down the vertical direction of the texture a lot and the horizontal scale should also be a bit smaller.
Use the horizontal shift and vertical shift to change the position of the texture. And use rotation to rotate your texture.
To fit the whole texture on your surface (like for door- or window textures); select your texture and face and press control + F (fit to face)
Play a bit with this stuff to get used to it.
nodraw
Texture your brush with "nodraw" first, then select the front face and apply the hedgerow texture. You can also use patch mesh for hedges--has only one side and can be bent.
If you want to see how they made hedges in the game, open the example map "m4l0" that came with the editor. Or, for a less cluttered example, try "mp_m4l0" at this site.
http://www.planetmedalofhonor.com/recyc ... /maps.html
Hope that helps.
If you want to see how they made hedges in the game, open the example map "m4l0" that came with the editor. Or, for a less cluttered example, try "mp_m4l0" at this site.
http://www.planetmedalofhonor.com/recyc ... /maps.html
Hope that helps.


