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InsideQC Forums • View topic - Pretty water!

Pretty water!

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Postby leileilol » Thu Apr 17, 2008 5:05 pm

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Postby scar3crow » Wed May 14, 2008 1:51 pm

Thread bump requesting shader fix to work with recent DP.

It may be a simple fix for all I know (LordHavoc suggested it is), but now that I have a PC capable of running such, I'd really like to see this first hand.
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Postby Urre » Thu May 15, 2008 6:43 am

I promised LH I'd look into it, but didn't find any time. I will, though. It's probably just a single parameter to the dp_water line in the shader, an extra 1 at the end for alpha.
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Postby Urre » Fri May 16, 2008 1:16 am

FIX: Added new shader parameter to make the pack work again.



I also made a small version of the pack, which only distorts the water and adds a color tint on it, rather than using a texture. In a way this even looks better, but it's up to you and your taste/bandwidth :)



Note: the packs don't mix well! Don't have them in the same folder.

Enjoy!
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Postby scar3crow » Fri May 16, 2008 2:12 am

Thanks for updating it.

Interesting looking... Not sure how I feel about the one with the new texture... The slimmer one... Everything looks to be the same liquid. I see no difference between water, muddy water, and slime. With rtlights enabled, I can spot the slime apart from the others as romi loved to put the green lighting around it... but theres so little of the original texture left, it is merely my map knowledge which tells me what is what.

Definitely cool looking, but I'd like things to be a bit more defined by their substance. I'm not asking for a new version, but perhaps which console commands were involved with that aspect?
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Postby leileilol » Fri May 16, 2008 5:57 am

try mine scar3, at least i have colors :)
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Postby Urre » Fri May 16, 2008 6:06 am

I'd really like to do something with more variety between the different types of water, yeah. It feels to me like this release doesn't look as good as the original one, guess I didn't tweak things as much. Spent so many hours trying to figure out something that worked for the slim release, and it didn't end up as good as I hoped anyway, so meh. DarkPlaces doesn't seem to support any form of shader command for coloring textures. Electro suggested rgbGen with a vector value, but no luck there. In that case it would've looked very much like the full release, since it's actually just a bunch of recolors of the same texture.

EDIT: Also, I'm dissatisfied with the new fresnel values, water shouldn't be that reflective.
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Black borders

Postby Chip » Fri Jun 26, 2009 3:06 pm





Fear not the dark, but what the dark hides.
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Re: Black borders

Postby LordHavoc » Fri Jun 26, 2009 10:16 pm

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Thanks

Postby Chip » Sat Jun 27, 2009 5:48 am

Thanks for the quick answer. In the meantime, take a look at some screens:





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Postby My-Key » Wed Aug 12, 2009 4:57 pm

Hi :)

I've made a modification to Pretty Water by Urre (I hope he won't be angry).

I've changed some parameters and alpha in some textures, so now water is a bit bluer, muddy water is brown, and slime is green.





Enjoy :D

P.S.
Does anybody know where I can find a mod whitch changes fire and a light version of DarkPlaces Mod (normal Quake with things like better fire, flashlight, shell casing)?
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Postby mh » Wed Aug 12, 2009 7:19 pm

Looking nice. :D

It's debatable though whether or not certain liquid textures should be so reflective - Quake water is supposed to be quite murky, after all!

What I would do is something like add a reflectiveness variable to the shader and modulate the reflection by that.
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Postby My-Key » Thu Aug 13, 2009 9:40 am

Reflectiveness for every texture can be different and this parameter is easy to change.

I've made couple changes:
- muddy water - murkier and less reflective
- slime - murkier (I haven't touched reflective parameter, but slime is less reflective nonetheless)

Screenshots on a left side are newer.





I'll upload file later, beacuse I'm going to change normal water.
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Postby AluminumHaste » Sun Feb 21, 2010 12:37 am

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Postby dreadlorde » Sun Feb 21, 2010 6:04 pm

is this done is assembly, or C?
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