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johnnyblaz20 has contributed to 161 posts out of 439548 total posts
(.04%) in 1,954 days (.08 posts per day).
20 Most recent posts:
No there is not. Too bad hu.
Instanced BSP. I'm sorry but ROFL.
How about just plain invisible light sources? Like it lights up the walls but no visable source.
Anybody? Possible gel shader.
Model lights and use a premade light shader on a surface. Or add lights in sapien and relight your map.
look for Entity or adi. Adi is only good for models and thats if you get the model library. Entity is decent though. Especially for bsps. But i cant tell you where to get it from.
LOL i'm not a noob. I'm talking about the water like ambient lighting on the walls inside the cave in coag. I need to create a shader to simulate this effect. I'll just keep looking.
Add Portals.
What models are you looking for?
I am trying to create a shader to simulate Coagulation's cave water. Well not the water the light the water emits on the walls. I'm not sure if the water emits the light or the floor below it. I've tried a few methods i was just hoping someone could point me in the right direction.
Make sure your bitmaps have the unused setting unchecked. Also make sure you have the correct location assigned to them. For example f_im flat_dark_scratchy is tags/scenarios/forrunner/industrial/metal plus shader name.
There are a few things you'd want to check out. I'd start with making sure your b_levelroot is attached correctly. And make sure all of your shaders are used properly. Scale is also something you may want to look at.
Did you attach the b_levelroot correctly? And Shaders? Those are the only 2 things that come to mind. Oh also make sure its to scale.
Fraps can record any length you like. And at amazing maybe overabundant quality. Plus it tells you your frame rate. What more could you ask for.
Please use the search function. This has been answered countless times. Even look one post down from yours. Or 2 posts down. I think the answer to this question should be stickeyed. Edited by johnnyblaz20 on Feb 15, 2009 at 01:44 AM
Shaders are needed to compile. As much as a bsp is needed. Edited by johnnyblaz20 on Feb 14, 2009 at 06:55 PM
Use this template tags\shaders\shader_templates\water\water_pool
I bearly understand. Sorry i'm trying to help. This is h2v. So hek++, no. You need a water shader? Or physicly missing files. The water shader you have to create. If you are missing files simply reinstall the map editor.
There are some water tutorials out there. I won't just hand over my water shader. Its too pretty.
I ripped the entire coagulation bsp and all models associated. And the textures but those were junk. Any model is possible.
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