the Rainbow Networks
+++eXy FFA
Map: ztn3dm2
Players: 2 / 18
The golden pot › DEV › Maps, Models and Mods › liquid map, Jacky!!!
liquid map, Jacky!!!
There are worlds waiting to be explored and objects to be made. Enjoy.
Post new topic   Reply to topic   Printer Friendly Page     Forum IndexMaps, Models and Mods
View previous topic :: View next topic  
Author Message
kernel_panic
Übergod
Übergod


Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Sun Dec 09, 2007 8:35 pm    Post subject: liquid map, Jacky!!! Reply with quote

Jack, here is a map file with liquid inside. It's a 128x128x128 room with 4 units thick walls filled with water up to 64 units. I put a light of 25 intensity units right in the middle of the room. It works the same for lava and acid. Basically you only have to specify the texture of the brush accordingly and it'll be liquid for you.

By the way, note how only the inner sides of the walls are textured, the rest are left as caulk to avoid drawing stuff that will never be seen in game. The "0.5" numbers are the horizontal and vertical stretching values for the textures. I guess three of the others are the displacement values and I don't know about the rest.

Ask and you will be given...


// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 128 128 132 ) ( 128 0 132 ) ( 0 128 132 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 128 200 ) ( 0 128 200 ) ( 128 128 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 128 200 ) ( 128 128 128 ) ( 128 0 200 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 128 ) ( 128 0 128 ) ( 0 128 128 ) base_floor/clang_floor3b 0 0 0 0.5 0.5 0 0 0
( 0 0 128 ) ( 0 0 200 ) ( 128 0 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 128 ) ( 0 128 128 ) ( 0 0 200 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 128 128 4 ) ( 128 0 4 ) ( 0 128 4 ) base_floor/clang_floor3b 0 0 0 0.5 0.5 0 0 0
( 128 128 72 ) ( 0 128 72 ) ( 128 128 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 128 72 ) ( 128 128 0 ) ( 128 0 72 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 128 0 0 ) ( 0 128 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 72 ) ( 128 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 128 0 ) ( 0 0 72 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 0 128 128 ) ( 0 0 128 ) ( -4 128 128 ) common/caulk 0 0 0 0.400000006 0.5 0 0 0
( 0 128 128 ) ( -4 128 128 ) ( 0 128 4 ) common/caulk 0 0 0 0.400000006 0.5 0 0 0
( 0 128 128 ) ( 0 128 4 ) ( 0 0 128 ) base_floor/clang_floor3b 0 0 0 0.400000006 0.5 0 0 0
( -4 0 4 ) ( 0 0 4 ) ( -4 128 4 ) common/caulk 0 0 0 0.400000006 0.5 0 0 0
( -4 0 4 ) ( -4 0 128 ) ( 0 0 4 ) common/caulk 0 0 0 0.400000006 0.5 0 0 0
( -4 0 4 ) ( -4 128 4 ) ( -4 0 128 ) common/caulk 0 0 0 0.400000006 0.5 0 0 0
}
// brush 3
{
( 132 128 128 ) ( 132 0 128 ) ( 128 128 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 132 128 128 ) ( 128 128 128 ) ( 132 128 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 132 128 128 ) ( 132 128 4 ) ( 132 0 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 0 4 ) ( 132 0 4 ) ( 128 128 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 0 4 ) ( 128 0 128 ) ( 132 0 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 0 4 ) ( 128 128 4 ) ( 128 0 128 ) base_floor/clang_floor3b 0 0 0 0.5 0.5 0 0 0
}
// brush 4
{
( 128 256 128 ) ( 128 128 128 ) ( 0 256 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 132 128 ) ( 0 132 128 ) ( 128 132 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 256 128 ) ( 128 256 4 ) ( 128 128 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 128 4 ) ( 128 128 4 ) ( 0 256 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 128 4 ) ( 0 128 128 ) ( 128 128 4 ) base_floor/clang_floor3b 0 0 0 0.5 0.5 0 0 0
( 0 128 4 ) ( 0 256 4 ) ( 0 128 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 5
{
( 128 124 128 ) ( 128 -4 128 ) ( 0 124 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 128 0 128 ) ( 0 0 128 ) ( 128 0 4 ) base_floor/clang_floor3b 0 0 0 0.5 0.5 0 0 0
( 128 124 128 ) ( 128 124 4 ) ( 128 -4 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 -4 4 ) ( 128 -4 4 ) ( 0 124 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 -4 4 ) ( 0 -4 128 ) ( 128 -4 4 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 -4 4 ) ( 0 124 4 ) ( 0 -4 128 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 6
{
( 132 128 64 ) ( 132 0 64 ) ( -4 128 64 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
( 132 128 64 ) ( -4 128 64 ) ( 132 128 4 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
( 128 128 64 ) ( 128 128 4 ) ( 128 0 64 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
( -4 0 4 ) ( 132 0 4 ) ( -4 128 4 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
( -4 0 4 ) ( -4 0 64 ) ( 132 0 4 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
( 0 0 4 ) ( 0 128 4 ) ( 0 0 64 ) liquids/clear_ripple1 0 0 0 0.5 0.5 0 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "20 64 32"
}
// entity 2
{
"classname" "light"
"origin" "64 64 64"
"light" "25"
}

_________________
"Fuelling off topic babble since day 1."
Back to top
View user's profile
jackthompson
Admin
Admin


Joined: Aug 15, 2007
Posts: 1302
Location: Here

PostPosted: Sun Dec 09, 2007 8:46 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

thank you!!!! :D
Back to top
View user's profile
W1ZrD
Founder
Founder


Joined: Aug 15, 2007
Posts: 1108
Location: Finland

PostPosted: Wed Dec 19, 2007 6:38 am    Post subject: Re: liquid map, Jacky!!! Reply with quote

@kernel,
I've been trying to use the liquids/clear_ripple1 for a project I'm working on but for me they turn in to solid textures when placed.

First I draw a brush pool (128x128*128) then add a secondary brush (126x126*128) inside of the previous cube, creating a 'pool' for it with 2 units 'free' on each side and finally I apply the clear_ripple1 onto the 126 brush.

Don't know what I'm doing wrong, but obviously something :s

_________________
- Carl Sandburg -

Nothing happens unless first we dream.
Back to top
View user's profile Send e-mail Visit poster's website
kernel_panic
Übergod
Übergod


Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Wed Dec 19, 2007 7:01 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

W1z, I'm not sure if I'm understanding what you mean...but it sounds weird. What I did was:

-create a brush out of a liquid texture

That's it. Seriously, I don't know what this pool stuff is; are you sure you are no creating two overlapping brushes or something like that? Try just doing a cube out of a liquid, but don't do anything to it, just leave it visible in the middle of your room.

Something I noticed is that not all the liquids are working well, try a couple of them before shooting yourself or your cat up.

_________________
"Fuelling off topic babble since day 1."
Back to top
View user's profile
W1ZrD
Founder
Founder


Joined: Aug 15, 2007
Posts: 1108
Location: Finland

PostPosted: Thu Dec 20, 2007 10:29 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

really, I can't get liquids to work as they should :(
I tried new shaderlists, various methods e.t.c but nothing works. Well actually, something works...
Check this

_________________
- Carl Sandburg -

Nothing happens unless first we dream.
Back to top
View user's profile Send e-mail Visit poster's website
Anyone
Newbie
Newbie


Joined: Nov 21, 2007
Posts: 10
Location: The Top Secret Underground Hideout of the Sinister-7 !

PostPosted: Fri Dec 21, 2007 3:05 am    Post subject: Re: liquid map, Jacky!!! Reply with quote

W1ZrD wrote:
really, I can't get liquids to work as they should :(
I tried new shaderlists, various methods e.t.c but nothing works. Well actually, something works...
Check this
Aloha. I think it may be a Q3Map2 and shader file problem or a script error... Somehow, I compiled your map and only three (or so) brushs are working. Anyway, you're using the right method to building water under Radiant to me. I really think it's a shader coding problem...

_________________
"I'll wear my badge, a vinyl sticker with big block letters adherent to my chest, tells to all your friends: I am a visitor here, I am not permanent"
(The postal service: "district sleeps alone tonight")
Back to top
View user's profile Send e-mail Visit poster's website MSN Messenger
kernel_panic
Übergod
Übergod


Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Sat Dec 22, 2007 2:40 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

Quote::
really, I can't get liquids to work as they should :(
I tried new shaderlists, various methods e.t.c but nothing works. Well actually, something works...
Check this
Quote::
Aloha. I think it may be a Q3Map2 and shader file problem or a script error... Somehow, I compiled your map and only three (or so) brushs are working. Anyway, you're using the right method to building water under Radiant to me. I really think it's a shader coding problem...

Uhm...I compiled it too and got the same nice cake looking thing, but only 3-4 liquids. Perhaps I was lucky when choosing the liquids for my test, I don't know. What it's sure is that something is wrong here, perhaps OA lacks the shaders some textures seem to be looking for?

_________________
"Fuelling off topic babble since day 1."
Back to top
View user's profile
W1ZrD
Founder
Founder


Joined: Aug 15, 2007
Posts: 1108
Location: Finland

PostPosted: Sat Dec 22, 2007 4:43 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

I got some help from kit89 on the OA forums but still it's not working as it should. Could someone post their shaderlist.txt, location for it and location for textures e.t.c...I know I'm asking a lot but it would help to copy a setup of someone, best would probably be if kernel could help me out since he's also on linux (if still)....

Sorry mate :)

_________________
- Carl Sandburg -

Nothing happens unless first we dream.
Back to top
View user's profile Send e-mail Visit poster's website
kernel_panic
Übergod
Übergod


Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Sat Dec 22, 2007 7:17 pm    Post subject: Re: liquid map, Jacky!!! Reply with quote

Quote::
Could someone post their shaderlist.txt, location for it and location for textures e.t.c...
W1z, sure I can do that, but perhaps I didn't clarify it right: I'm having exactly the same results you have from the map file you uploaded. This means that my configuration is no better than yours, I'm afraid.

Quote::
best would probably be if kernel could help me out since he's also on linux (if still)....

Wha-what do you mean? Of course still on Linux! Is there ANY other way AT ALL once you know it? :D

_________________
"Fuelling off topic babble since day 1."
Back to top
View user's profile
Display posts from previous:   
Post new topic   Reply to topic   Printer Friendly Page     Forum Index -> Maps, Models and Mods All times are GMT + 1 Hour
Page 1 of 1


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Welcome Anonymous


Membership:
Latest: kontol
New Today: 0
New Yesterday: 0
Overall: 355

People Online:
Members: 0
Visitors: 27
Total: 27
Who Is Where:
 Visitors:
01: The golden pot
02: The golden pot
03: The golden pot
04: The golden pot
05: Maps
06: The golden pot
07: The golden pot
08: Maps
09: The golden pot
10: The golden pot
11: The golden pot
12: The golden pot
13: The golden pot
14: The golden pot
15: The golden pot
16: The golden pot
17: The golden pot
18: The golden pot
19: Rainbow Media
20: Home
21: The golden pot
22: Maps
23: The golden pot
24: The golden pot
25: The golden pot
26: Rainbow Media
27: My Account

Staff Online:

No staff members are online!

The Rainbow Networks website is hosted by JockeTF and Soder on furver.se.

The Rainbow Networks
Interactive software released under GNU GPL, Code Credits, Privacy Policy
Azul theme and related images designed by Jamin