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Postby Sajt » Sun Oct 14, 2007 10:41 pm

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 :)
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Postby leileilol » Sun Oct 14, 2007 11:21 pm

yeah, it's better for the water to be defined through q3 shader than just all water brushes
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Postby Urre » Mon Oct 15, 2007 8:23 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.
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Postby xaGe » Mon Oct 15, 2007 1:52 pm

Sweet... :)
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Postby Seven » Wed Nov 28, 2007 7:51 pm

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.
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Postby Urre » Thu Nov 29, 2007 7:11 am

I'll look into it, sometime.
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Postby Nash » Sat Dec 01, 2007 5:39 am

Hi, you are probably aware of this, but this odesn't work with the absolute latest betas of DP (29th November 2007 build) because it appears that all of the r_glsl_* commands have been removed from the engine...
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Postby Urre » Sat Dec 01, 2007 10:44 am

I wasn't aware, that's strange.
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Postby Urre » Mon Dec 03, 2007 8:26 am

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...
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Postby GiffE » Tue Dec 04, 2007 1:33 am

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
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Postby Urre » Tue Dec 04, 2007 7:26 am

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.
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Postby Chris » Tue Dec 11, 2007 11:43 am

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?
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Postby LordHavoc » Mon Mar 24, 2008 12:17 am

Urre: any progress on the updated pack?
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Postby Urre » Mon Mar 24, 2008 12:22 am

Not really to be honest, I've spent my time on my RTS project. But it shouldn't be impossible to whip up some shaders for this. It won't include a new texture for acid like promised though
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Postby MauveBib » Thu Apr 17, 2008 3:37 pm

I had a play around trying to get the shiny water to work on the latest DP, but failed so went back to an older version as recommended in this thread. I knocked up a shader to give it a try:

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