Puddle splashes? Surfaceparm....


(premiumjones) #1

Hey, anyone know how I can get the water in my map to have the same splashes/ripples that the rain makes on the puddles in radar?

The shader file for radar mentions surfaceparm splash which isn’t in the shader manual.

Thanks

-Premium


(chavo_one) #2

Hmm, never noticed that one. :slight_smile:

Try it out and see if ‘surfaceparm splash’ does what you want. SD added a few new surfaceparms (like landmine) so it doesn’t surprise me to see yet another one.


(Thej) #3

just try the textures from radar, the road ones.
They should work


(premiumjones) #4

Well that gives me the puddles allright, just not the rain splashes. And surfaceparm splash doesn’t seem to have much to do with it either.

After more research I think they’ve come from here:

They’re most likely those raincircle.md3s scattered with the foliage technology. Only problem now is SD left them out of the pk3.

Any word on releasing these Sock?

-Premium


(Drakir) #5

Any word on releasing these Sock?

There are more modells missing, seems like they forgot to add all the foilage models.

a .pk3 of them would be very nice!


(Shallow) #6

I’ll post some of my replacement models later… since I’m using ASE for them I can just c ‘n’ p the ASCII right into the forum :slight_smile:

As for surfaceparm splash, all that does is change the step sounds to splashing sounds when you walk across the shader.


(sock) #7

Umm I will have to ask and find out if a foliage model pack can be put together and released.

Sock
:moo:


(Shallow) #8

OK, here’s an .ASE model you can use for puddle splashes.

*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2.00 - Mon Aug 04 23:22:10 2003"
*SCENE {
	*SCENE_FILENAME ""
	*SCENE_FIRSTFRAME 0
	*SCENE_LASTFRAME 100
	*SCENE_FRAMESPEED 30
	*SCENE_TICKSPERFRAME 160
	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
	*SCENE_AMBIENT_STATIC 0.0000	0.0000	0.0000
}
*MATERIAL_LIST {
	*MATERIAL_COUNT 1
	*MATERIAL 0 {
		*MATERIAL_NAME "models/foliage/raincircle0"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
	}
}
*GEOMOBJECT {
	*NODE_NAME "Plane01"
	*NODE_TM {
		*NODE_NAME "Plane01"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	1.0000	0.0000
		*TM_ROW2 0.0000	0.0000	1.0000
		*TM_ROW3 0.0000	0.0000	0.0000
		*TM_POS 0.0000	0.0000	0.0000
		*TM_ROTAXIS 0.0000	0.0000	0.0000
		*TM_ROTANGLE 0.0000
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 4
		*MESH_NUMFACES 2
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	-16.0000	-16.0000	1.0000
			*MESH_VERTEX    1	16.0000	-16.0000	1.0000
			*MESH_VERTEX    2	-16.0000	16.0000	1.0000
			*MESH_VERTEX    3	16.0000	16.0000	1.0000
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    2 B:    0 C:    3 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
			*MESH_FACE    1:    A:    1 B:    3 C:    0 AB:    1 BC:    0 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 0
		}
		*MESH_NUMTVERTEX 4
		*MESH_TVERTLIST {
			*MESH_TVERT 0	0.0005	0.0005	0.5000
			*MESH_TVERT 1	0.9995	0.0005	0.5000
			*MESH_TVERT 2	0.0005	0.9995	0.5000
			*MESH_TVERT 3	0.9995	0.9995	0.5000
		}
		*MESH_NUMTVFACES 2
		*MESH_TFACELIST {
			*MESH_TFACE 0	2	0	3
			*MESH_TFACE 1	1	3	0
		}
		*MESH_NORMALS {
			*MESH_FACENORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 2	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
			*MESH_FACENORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 1	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 3	0.0000	0.0000	1.0000
				*MESH_VERTEXNORMAL 0	0.0000	0.0000	1.0000
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 0
}

To use this, copy this into a plain text file, save it, and change the file extension to .ASE. Copy and rename the file for the number of different splashes you want (e.g. myrainsplash0.ase, myrainsplash1.ase, etc.). Edit the following line to point each model at different shaders:

*MATERIAL_NAME "models/foliage/raincircle0"

Now make a copy of the puddle shader you wish to use, rename it appropriately to go with your map and repoint the q3map_foliage lines accordingly, e.g.

textures/mymapshader/road_bigpuddle 
{ 
q3map_foliage models/mymapfoliage/myrainsplash0.ase 1 64 0.1 2 
q3map_foliage models/mymapfoliage/myrainsplash1.ase 0.8 64 0.1 2 
q3map_foliage models/mymapfoliage/myrainsplash2.ase 0.6 64 0.1 2 
q3map_foliage models/mymapfoliage/myrainsplash3.ase 0.9 64 0.1 2 
q3map_foliage models/mymapfoliage/myrainsplash4.ase 0.7 64 0.1 2 
q3map_foliage models/mymapfoliage/myrainsplash5.ase 0.5 64 0.1 2 
qer_editorimage textures/temperate_sd/road_bigpuddle.tga 
surfaceparm trans 
surfaceparm splash

...
(etc.)

I’ll try to remember to post a grass model later, I need to fix some overlapping polys in it first though.