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fancy water/blood

Posted: Mon Sep 05, 2011 8:34 pm
by theRipper

Re: fancy water/blood

Posted: Mon Sep 05, 2011 9:21 pm
by Delirium
Change Q3map fanceywater to 3 0.6 0.1 0.1

Re: fancy water/blood

Posted: Mon Sep 05, 2011 9:21 pm
by theRipper
getting closer
also. why the red glow on my player?




Code: Select all

textures/slaughterhouse/bloodfancy2
{
   qer_editorimage textures/slaughterhouse/blood1.tga
   qer_trans 1
   q3map_fancywater 1 .5 .5 1
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm water
   surfaceparm nolightmap
   surfaceparm fog
   fogparms ( .231 .011 .011 ) 51
   deformVertexes wave 64 sin 1 1 0 .5   
   {
      map textures/slaughterhouse/pool3d_3e.jpg
      blendFunc GL_DST_COLOR GL_ONE
      tcmod scale 2 .5
      tcmod scroll .025 .01
   }
   {
      map textures/slaughterhouse/pool3d_5e.jpg
      blendFunc GL_DST_COLOR GL_ONE
      tcmod scale -.5 -.5
      tcmod scroll .025 .025
   }
}

Re: fancy water/blood

Posted: Mon Sep 05, 2011 9:24 pm
by Delirium
Comment out fogparms to fix that

Re: fancy water/blood

Posted: Mon Sep 05, 2011 9:26 pm
by theRipper
but then i wont have foggy water underneath? should i make two separate brushes?

Re: fancy water/blood

Posted: Mon Sep 05, 2011 9:31 pm
by Delirium
Fog parms is buggy,either deal with the bug. find a way to fix it or remove it

Re: fancy water/blood

Posted: Tue Sep 06, 2011 12:56 pm
by theRipper
all is solved except that the fog creates a glow around it too if you get close enough.

not just inside it.

:/ how can i fix that
bloodfinal.jpg

bloodfinal2.jpg

Re: fancy water/blood

Posted: Tue Sep 06, 2011 2:34 pm
by LynXIII
dude, nothing to fix anymore, it already looks AWESOME!
Go complete the map, no one will stop and stare at the pool for to long since there gonna be bullets flying past their heads :D

Re: fancy water/blood

Posted: Tue Sep 06, 2011 2:47 pm
by theRipper
look at the beef. it has red glow on it. very ugly

Re: fancy water/blood

Posted: Tue Sep 06, 2011 2:53 pm
by ValkoVer
You can write shader with q3map_nofog for model skin