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problems with slick effect

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problems with slick effect

Postby zgaz » Jan 22nd, '14, 1:54 pm

dont know how but i lost slick effect on some maps, on maps where slick is on flat ground everything is ok, but if there is little angle no slick for me. for example that hapens on maps like frcup30-2 and jan_mucki. is there some console command to fix or...
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Re: help please!

Postby <hk> » Jan 22nd, '14, 1:56 pm

Isn't slick a shader thing? Maybe it evaluates the texture parameters on runtime. That would mean you may have accidentally deleted the shaderfile. Shaders can be in other pk3s, too.
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Re: help please!

Postby zgaz » Jan 22nd, '14, 2:09 pm

<hk> wrote:Isn't slick a shader thing? Maybe it evaluates the texture parameters on runtime. That would mean you may have accidentally deleted the shaderfile. Shaders can be in other pk3s, too.


dont know bro, im sure im not deleted nothing. have any advice or solution?

and tnx for such a quick reply
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Re: help please!

Postby char4n » Jan 22nd, '14, 2:47 pm

weird... like hk says, slick its a shader, or a shader property...
dont know if this gonna work, but maybe you can try whit this:

Code: Select all
textures/common/areaportal
{
   qer_trans 0.50
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm areaportal
}

textures/common/caulk
{
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nomarks
}

textures/common/clip
{
   qer_trans 0.40
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm noimpact
   surfaceparm playerclip
}

textures/common/clusterportal
{
   qer_trans 0.50
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm clusterportal
}

textures/common/cushion
{
   qer_nocarve
   qer_trans 0.50
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm nodamage
}

textures/common/donotenter
{
   qer_trans 0.50
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm donotenter
}

// never used
//
//textures/common/energypad
//{
//   qer_editorimage textures/sfx/bluegoal.tga
//   surfaceparm nolightmap
//   cull twosided
//   {
//      map textures//bluegoal.tga
//      blendFunc GL_ONE GL_SRC_ALPHA
//      tcGen environment
//      tcMod turb 0 0.25 0 0.05
//   }
//}

textures/common/full_clip   // silly shader, use weapclip instead
{
   qer_trans 0.40
   surfaceparm nodraw
   surfaceparm playerclip
}

textures/common/hint      // should NOT use surfaceparm hint... strange but true
{
   qer_nocarve
   qer_trans 0.30
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
   surfaceparm hint   // ydnar: yes it should.
}

// Obsidian: Local hint works like normal hint but doesn't create portals beyond local structural brushes. Experimental, use with caution.
textures/common/hintlocal
{
   qer_nocarve
   qer_trans 0.30
   qer_editorImage textures/common/hintlocal.tga
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
}

textures/common/invisible   // solid, transparent polygons, casts shadows
{
   surfaceparm nolightmap
   {
      map textures/common/invisible.tga
      alphaFunc GE128
      depthWrite
      rgbGen vertex
   }
}

textures/common/mirror1
{
   qer_editorimage textures/common/mirror1.tga
   surfaceparm nolightmap
   portal
   {
      map textures/common/mirror1.tga
      blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
      depthWrite
   }
}

textures/common/mirror2
{
   qer_editorimage textures/common/qer_mirror.tga
   surfaceparm nolightmap
   portal
   {
      map textures/common/mirror1.tga
      blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
      depthWrite
   }
   {
      map textures/sfx/mirror.tga
      blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
   }
}

textures/common/missileclip
{
   qer_trans 0.40
   surfaceparm nodamage
   surfaceparm nomarks
   surfaceparm nodraw
   //surfaceparm nonsolid
   surfaceparm playerclip
   surfaceparm trans
}

textures/common/nodraw
{
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
}

textures/common/nodrawnonsolid
{
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
}

textures/common/nodrop
{
   qer_nocarve
   qer_trans 0.5
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm nodrop
}

textures/common/noimpact
{
   qer_editorimage textures/common/nolightmap.tga
   surfaceparm noimpact
}

textures/common/nolightmap
{
   surfaceparm nolightmap
}

textures/common/origin
{
   qer_nocarve
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm origin
}

textures/common/portal
{
   qer_editorimage textures/common/qer_portal.tga
   surfaceparm nolightmap
   portal
   {
      map textures/common/mirror1.tga
      tcMod turb 0 0.25 0 0.05
      blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
      depthWrite
   }
}

textures/common/slick
{
   qer_trans 0.50
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nomarks
   surfaceparm trans
   surfaceparm slick
}

textures/common/terrain
{
   q3map_terrain
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nomarks
}

textures/common/terrain2
{
   q3map_terrain
   qer_editorimage textures/common/terrain.tga
   surfaceparm dust
   surfaceparm nodraw
   surfaceparm nomarks
   surfaceparm nolightmap
}

textures/common/timportal
{
   qer_editorimage textures/common/qer_portal.tga
   portal
   surfaceparm nolightmap
   {
      map textures/common/portal.tga
      tcMod turb 0 0.25 0 0.05
      blendFunc GL_ONE GL_SRC_ALPHA
      depthWrite
   }
}

textures/common/trigger
{
   qer_trans 0.50
   qer_nocarve
   surfaceparm nodraw
}

textures/common/weapclip
{
   qer_trans 0.40
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm trans
   surfaceparm nomarks
}

textures/common/metalclip
{
   qer_trans 0.40
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm noimpact
   surfaceparm playerclip
   surfaceparm metalsteps
}

textures/common/botclip
{
   qer_trans 0.40
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm noimpact
   surfaceparm botclip
}

// ydnar q3map lightgrid bounds
//
// the min/max bounds of brushes with this shader in a map
// will define the bounds of the map's lightgrid (model lighting)
// note: make it as small as possible around player space
// to minimize bsp size and compile time

textures/common/lightgrid
{
   qer_trans 0.5
   surfaceparm nodraw
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm detail
   surfaceparm nomarks
   surfaceparm trans
   surfaceparm lightgrid
}




//******************************************************************************
// Obsidian 2007-08-24 (update 2010-12-03)
// Q3Map2 "common" shaders
//******************************************************************************


// ydnar: antiportal works like hint, but supresses portals
// add this to your common.shader file
textures/common/antiportal
{
   qer_nocarve
   qer_trans 0.30
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
   surfaceparm antiportal
}


// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits
// use on sides of hint brushes where you don't want bsp splits or portals
// add this to your common.shader file
textures/common/skip
{
   qer_nocarve
   qer_trans 0.30
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
   surfaceparm skip
}


// Obsidian: same as skip but name changed to allow Radiant to filter both hint and skip
textures/common/hintskip
{
   qer_nocarve
   qer_trans 0.30
   qer_editorImage textures/common/skip.tga
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
   surfaceparm skip
}


// Obsidian: 2 usages for watercaulk depending on water brush complexity
// SIMPLE WATER BRUSHES - use watercaulk on faces between water brushes
// COMPLEX WATER BRUSHES - overlap complex water brushes with watercaulk.
//      Water shader should be nodraw, nonsolid, trans, *sans-water*
textures/common/watercaulk
{
   qer_trans 0.5
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm water
}

textures/common/slimecaulk
{
   qer_trans 0.5
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm slime
}

textures/common/lavacaulk
{
   qer_trans 0.5
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
   surfaceparm lava
}

// alpha fade shaders
// (c) 2004 randy reddig
// http://www.shaderlab.com
// distribution, in part or in whole, in any medium, permitted

textures/common/alpha_100
{
   qer_trans 0.5
   q3map_alphaMod volume
   q3map_alphaMod scale 1.0
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
}

textures/common/alpha_75
{
   qer_trans 0.5
   q3map_alphaMod volume
   q3map_alphaMod scale 0.75
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
}

textures/common/alpha_50
{
   qer_trans 0.5
   q3map_alphaMod volume
   q3map_alphaMod scale 0.5
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
}

textures/common/alpha_25
{
   qer_trans 0.5
   q3map_alphaMod volume
   q3map_alphaMod scale 0.25
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
}

textures/common/alpha_0
{
   qer_trans 0.5
   q3map_alphaMod volume
   q3map_alphaMod scale 0
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm trans
}


put it in a notepad file call common.shader and then copy to /baseq3/scripts.
my english is bad! :/
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Re: help please!

Postby zgaz » Jan 22nd, '14, 3:35 pm

no still nothing.. will try to uninstall it tnx for help anyway guys
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Re: help please!

Postby Le another black niger » Jan 23rd, '14, 7:08 am

bs, physics surfaceparms are getting baked into bsp

zgaz, do you get that issue online or offline?
also would be helpful, if you showed us a demo
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Re: help please!

Postby -O-marky » Jan 24th, '14, 12:58 am

Was your engine compiled using 'fast' math instead of 'precise' ?
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Re: help please!

Postby TittenIgnition » Jan 27th, '14, 5:45 pm

It happens to me on my terrain maps that if I make everything slick, sometimes when I cross over from one brush to another, I will gain friction - the ground is no longer slick. Only the edges of the brushes, which makes sense, but still sucks.
wtf i have a signature?
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Re: help please!

Postby Le another black niger » Jan 28th, '14, 6:57 am

TittenIgnition wrote:It happens to me on my terrain maps that if I make everything slick, sometimes when I cross over from one brush to another, I will gain friction - the ground is no longer slick. Only the edges of the brushes, which makes sense, but still sucks.


it's how such surfaceparms work in q3
noob surf has the same bug (or feature?)
just tried with cushion - same shit
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Posts: 392
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Re: help please!

Postby zgaz » Jan 28th, '14, 8:39 pm

sry for not responding guys, was realy busy with job last couple days.

@Le another black niger, that hapens ofline and online.

@-O-marky, about my engine to be honest i dont know, i know just to start the game :)

here is the demo so..

j4n_mucki[df.cpm]00.43.184(zgaz.Serbia).dm_68
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