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Pretty water!

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Postby My-Key » Fri Feb 26, 2010 7:01 pm

Yea, I know. It looks pretty bad, but it is better than nothing :)

Urre@
Editing gloss maps can give interesting effects like here (now murky have something unpleasent on a surface ;) )
Image
With a lot of work (and luck) sharp glossmaps could be achived by making a proper glossmap.
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Postby LordHavoc » Sun Mar 28, 2010 7:16 pm

In current DP I believe you can adjust the specular sharpness by changing the alpha in the gloss texture.

This of course could vary on different parts of the texture, though I'm not sure how useful that would be.
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Postby Electro » Tue Mar 30, 2010 8:01 am

I always find gloss to be such a weird terminology for it. I've always dealt with it as "specular power". Having per-pixel control over it with the texture is the best way to go about it. Are their material files to adjust the range (so it's not limited 0-1, which would be almost useless))?
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Postby LordHavoc » Tue Mar 30, 2010 4:52 pm

Electro wrote:I always find gloss to be such a weird terminology for it. I've always dealt with it as "specular power". Having per-pixel control over it with the texture is the best way to go about it. Are their material files to adjust the range (so it's not limited 0-1, which would be almost useless))?


Yes they are a scaler for the current r_shadow_glossexponent cvar.
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Postby Urre » Tue Mar 30, 2010 10:17 pm

Awesome LH!

Varying specular sharpness across the texture is very useful, for example if you have different materials on the same texture, like skin, cloth and metal, for a character.
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Postby revelator » Sun Dec 26, 2010 10:58 am

gibbing ;)
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Postby Karall » Sun Mar 06, 2011 1:09 am

Is it ok for people (me :D:D:D) to use this in a standalone game using the quake source code?
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Postby leileilol » Sun Mar 06, 2011 1:26 am

Depends. Mine's a gpl implementation, don't know how strict zombie's is.

btw, it's so easy to do your own water shader. Smudge a bit, resynthesize, BAM!!!! GOOD ENOUGH WATER WAVES
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Postby metlslime » Sun Mar 06, 2011 1:43 am

the post about zombies is spam
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Postby Spirit » Sat Mar 12, 2011 7:39 am

Holy crap, metlslime is a mentalist who can read the future!
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Postby leileilol » Sat Mar 12, 2011 8:58 am

mentalslime
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Re: Pretty water!

Postby sean » Wed Nov 02, 2011 2:15 pm

hello

thanks for the awesome shader...was this developed for nexuiz?

i like your water textures over all ive tried, out of many.


my only real problem with this nice pack is performance rape of dp_water in the shader.


ive been working on a new shader...through help from several talented peeps at quakeone.com/forum.

Nahuel Seven Webangel all three :)


here is from my thread at http://quakeone.com/forums/quake-mod-releases/works-progress/7479-darkplaces-water-zombie-urre.html


ive been trying to optimize this nice water pack for a while.

using its shader can drop my fps as low as 30...with nothing going on.

with some tweaking and this shader as a base i got the effect i wanted.

the key was dp_reflect instead of dp_water...its not transparent though.

with blendfunc blend i can make it transparent...without the same fps hit.


here are some screens to compare


dpwater051Image--------------------dpreflectImage


dpwater051Image--------------------dpreflectImage


dpwater051Image--------------------dpreflectImage


couple benchmarks to go by...my sys specs are good.

-------------------dpwater051--------new water

timedemo2 ----------68------------------86

mydemo e2m---------66 -----------------84


link http://www.megaupload.com/?d=V57M0Y1I


regards


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Re: Pretty water!

Postby Electro » Thu Nov 03, 2011 6:31 am

These bots are getting smarter and smarter.
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Re: Pretty water!

Postby Chip » Thu Nov 03, 2011 3:03 pm

Electro wrote:These bots are getting smarter and smarter.


He's not a bot. Why do you think that?
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Re: Pretty water!

Postby revelator » Thu Nov 03, 2011 4:37 pm

heh paranoid cant blame him i seen a few after the forum upgrades though less than before luckily :) in this case its a human though.
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