Pretty water!
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Well technically it's div0 that's been making the changes, not LordHavoc, I think.
The newest builds are just as 'stable' as that one, in fact they're better, they just have a different water interface that's all
The newest builds are just as 'stable' as that one, in fact they're better, they just have a different water interface that's all
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I'm aware it's broken in later versions, I was too quick with making use of a feature that wasn't finished, so once the design changed, the pack broke. Thanks Seven for finding a version that it works in. I will be making a new release once the shader parameters and other related things are finalized, from which on it should work for all future versions of DP.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Hello Urre,
I saw that LordHavoc released a new "final" version on 20th november.
Will you and Zombie update your awesome Pretty Water Pack to Version 0.2 ?
This would be great !
Thank you very much for your work and efforts.
Seven
I saw that LordHavoc released a new "final" version on 20th november.
Will you and Zombie update your awesome Pretty Water Pack to Version 0.2 ?
This would be great !
Thank you very much for your work and efforts.
Seven
- Seven
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- Location: Germany
According to the DP team they haven't been removed. The way the new water effect is handled has been changed though, it's now a shader setting rather than just a cvar. The cvar's only turn it on/off, or scale it.
Would sure be neat to have multiple-layered shaders...
Would sure be neat to have multiple-layered shaders...
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:According to the DP team they haven't been removed. The way the new water effect is handled has been changed though, it's now a shader setting rather than just a cvar. The cvar's only turn it on/off, or scale it.
Would sure be neat to have multiple-layered shaders...
yep
http://ru1337.com/thc//forums/viewtopic.php?t=144
- GiffE
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To Chris: there's a separate shader value which enables the proper water look, fresnel effect to be exact. What you'd do there if you enabled both reflect and refract is like enabling a mirror and a bumpy window at the same time, not very water-looking. I don't know what the value is called, possibly dp_water, ask LH or div0. But I can agree on sometimes wanting to only have the refract effect.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:To Chris: there's a separate shader value which enables the proper water look, fresnel effect to be exact. What you'd do there if you enabled both reflect and refract is like enabling a mirror and a bumpy window at the same time, not very water-looking. I don't know what the value is called, possibly dp_water, ask LH or div0. But I can agree on sometimes wanting to only have the refract effect.
Huh? I haven't posted here. In any case has anyone noticed latest build the wateralpha if lower than 0 just disappears all together?
- Chris
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