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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Scrolling textures
Fawlty
General Member
Since: Feb 4, 2010
Posts: 109
Last: May 29, 2018
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Oct. 13, 2014 12:09 pm
I want to make a map with scrolling textures, like the one you see on sfx/fastwaterold
I have coped the shader for fastwaterold and changed some stuff to suit my texture but it isn't working
Here is the shader for fastwaterold

Quote:

textures/sfx/fastwaterold
{
qer_editorimage textures/sfx/pondwater
qer_trans .5
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm noshadow
sort water
{
map textures/sfx/pondwater.tga
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}
{
map textures/sfx/pondwateroverlay.jpg
rgbGen vertex
tcMod transform 3 0 0 3 0 0
tcMod turb 2.03 0.2 1.03
tcMod scroll 0.5 0
blendFunc add
nextbundle
map textures/sfx/pondwateroverlay.jpg
tcMod transform 2 0 0 2 0 0
tcMod turb 0.01 0.2 0.03
tcMod scroll 0.4 0
}
}



And here is the shader for my textures

Quote:

textures/fawltymap/zom_thetrain/grass@ground1
{
qer_editorimage textures/fawltymap/zom_thetrain/grass@ground1.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/grass@ground1.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}
{
map textures/fawltymap/zom_thetrain/grass@ground1.dds
rgbGen vertex
tcMod transform 3 0 0 3 0 0
tcMod turb 2.03 0.2 1.03
tcMod scroll 0.5 0
blendFunc add
nextbundle
map textures/fawltymap/zom_thetrain/grass@ground1.dds
tcMod transform 2 0 0 2 0 0
tcMod turb 0.01 0.2 0.03
tcMod scroll 0.4 0
}
}

textures/fawltymap/zom_thetrain/grass@ground2
{
qer_editorimage textures/fawltymap/zom_thetrain/grass@ground2.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/grass@ground2.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}
{
map textures/fawltymap/zom_thetrain/grass@ground2.dds
rgbGen vertex
tcMod transform 3 0 0 3 0 0
tcMod turb 2.03 0.2 1.03
tcMod scroll 0.5 0
blendFunc add
nextbundle
map textures/fawltymap/zom_thetrain/grass@ground2.dds
tcMod transform 2 0 0 2 0 0
tcMod turb 0.01 0.2 0.03
tcMod scroll 0.4 0
}
}

textures/fawltymap/zom_thetrain/wood@rail.dds
{
qer_editorimage textures/fawltymap/zom_thetrain/wood@rail.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/wood@rail.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}
{
map textures/fawltymap/zom_thetrain/wood@rail.dds
rgbGen vertex
tcMod transform 3 0 0 3 0 0
tcMod turb 2.03 0.2 1.03
tcMod scroll 0.5 0
blendFunc add
nextbundle
map textures/fawltymap/zom_thetrain/wood@rail.dds
tcMod transform 2 0 0 2 0 0
tcMod turb 0.01 0.2 0.03
tcMod scroll 0.4 0
}
}


Have also tried

Quote:

textures/fawltymap/zom_thetrain/grass@ground1
{
qer_editorimage textures/fawltymap/zom_thetrain/grass@ground1.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/grass@ground1.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}

}

textures/fawltymap/zom_thetrain/grass@ground2
{
qer_editorimage textures/fawltymap/zom_thetrain/grass@ground2.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/grass@ground2.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}

}

textures/fawltymap/zom_thetrain/wood@rail.dds
{
qer_editorimage textures/fawltymap/zom_thetrain/wood@rail.dds
surfaceparm dirt
{
map textures/fawltymap/zom_thetrain/wood@rail.dds
rgbGen exactVertex
tcMod transform 1 0 0 1 0 0
tcMod Scroll 0.60 0.1
blendFunc blend
nextbundle
map $lightmap
}

}

I don't really have a lot of experience with shaders and stuff like this so I'm not entirely sure what I'm doing.
What can I do to get scrolling textures? Any help?
Share |
modsfabio
General Member
Since: Aug 10, 2014
Posts: 23
Last: May 18, 2017
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Thursday, Oct. 16, 2014 06:57 am
Not sure about this.

Did it work with the textures you replaced?

Could be a problem with fileformat or the crap before the @ sign.
Share |
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Oct. 16, 2014 09:48 am
Does your texture have an alpha layer? I see you using the @ symbol but if I recall correctly all textures with alpha layers used a _

Further you could try using a texture in .tga format. What are you seeing right now ingame?
Share |
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