Pretty water!
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I made a water pack too but it's not shiny like this one. It's also a work in progress and is GPL licensed, so it could legally be friendly with OpenQuartzers.
http://leileilol.mancubus.net/quakestuf ... iwater.pk3
http://leileilol.mancubus.net/quakestuf ... iwater.pk3
i should not be here
- leileilol
- Posts: 2783
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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.
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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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
FIX: Added new shader parameter to make the pack work again.
Here goes
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
Small version
Note: the packs don't mix well! Don't have them in the same folder.
Enjoy!
Here goes
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
Small version
Note: the packs don't mix well! Don't have them in the same folder.
Enjoy!
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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?
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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scar3crow - InsideQC Staff
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- Joined: Tue Jan 18, 2005 8:54 pm
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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.
EDIT: Also, I'm dissatisfied with the new fresnel values, water shouldn't be that reflective.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Black borders
So, I'm using this water modification, but I don't like the black margins it creates while warping.
Is there a fix for that?
And, while I'm here, is there a way to make water splashes when intersecting a solid brush?
Is there a fix for that?
And, while I'm here, is there a way to make water splashes when intersecting a solid brush?
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Re: Black borders
Chip wrote:So, I'm using this water modification, but I don't like the black margins it creates while warping.
Is there a fix for that?
And, while I'm here, is there a way to make water splashes when intersecting a solid brush?
Fixing the black margins is on my todo list but at a low priority (basically the normalmap needs to fade out near walls so that it doesn't distort at the edges).
No idea on the splashes.
- LordHavoc
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Thanks
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
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.


http://www.speedyshare.com/724653552.html
Enjoy
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)?
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.


http://www.speedyshare.com/724653552.html
Enjoy
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)?
- My-Key
- Posts: 4
- Joined: Wed Aug 12, 2009 2:33 pm
- Location: Poland
Looking nice.
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.
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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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 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.
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.
- My-Key
- Posts: 4
- Joined: Wed Aug 12, 2009 2:33 pm
- Location: Poland
Can we get an updated pack for this? I'm using the latest beta 201002 I believe and this pack isn't working. I still have the shitty water from the original game
and this looks so amazing.
- AluminumHaste
- Posts: 2
- Joined: Sun Feb 21, 2010 12:29 am
is this done is assembly, or C?
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dreadlorde - Posts: 268
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