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adding new water texture

Posted: Sat May 17, 2003 4:03 am
by tuffstuff7
hi
using a script from MOHAA i added a water to use in sewers.......ok the water is there but it moves too fast or as it may be it skulls too fast how do i slow down the current? here is the script can it be adj. from here?

textures/tuff/liquid_water_01
{
qer_editorimage textures/tuff/liquid_water_01.tga
qer_keyword natural
qer_keyword liquid
qer_keyword ocean
qer_trans .4
surfaceparm trans
surfaceparm water
surfaceparm nolightmap
cull none
//deformvertexes wave 30 sin 0 60 0 .1
deformvertexes wave 30 sin 0 5 0 .2
{
map textures/tuff/liquid_water_01.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
alphaGen lightingSpecular
tcMod scroll .0 0.15
// tcMod scale 2.50 2.50
}
{
map textures/tuff/liquid_water_01.tga
blendFunc add
// tcMod scale .333 .33
tcMod scroll .0 .10
// tcMod turb 0 .2 0 .1
tcMod scale 4 1
// tcMod turb .1 .3 .2 .1
tcMod scale .25 1
nextbundle
map textures/tuff/liquid_water_01.tga
tcMod scale .55 .55
tcMod scroll .0 .08
// tcMod scroll -.03 -.05
}

{
map $lightmap
rgbGen Identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}



thanks

tcMod scroll

Posted: Sat May 17, 2003 4:58 am
by tltrude
"tcMod scroll" is the speed and direction of a layer. Here is what the shader bible say:

6.6.3 tcMod scroll <sSpeed> <tSpeed>
Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original textureTGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down.
Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.

This should be the LAST tcMod in a stage. Otherwise there maybe popping or snapping visual effects in some shaders.

------------------------------------------------------------

If you are wondering where the "Shader Bible" is, have a look at this site for the Quake3 editor.

http://www.qeradiant.com/manual/

From experience, I can tell you not to set the directions of layers the same, or exactly opposite to each other. Doing that causes that poping and snapping they talked about. when the same textures align with each other, they flash white.

Cool! I just read that you can add fog underwater (if there is a fog brush in mohaa), but you can not use deforming if you do.

Hope that helps!

Posted: Sat May 17, 2003 5:57 am
by tuffstuff7
cool ty i like the site too thanks for your reply