Pretty water!

Discuss anything not covered by any of the other categories.
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

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 :)
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.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

yeah, it's better for the water to be defined through q3 shader than just all water brushes
i should not be here
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

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
xaGe
Posts: 465
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York
Contact:

Post by xaGe »

Sweet... :)
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Post by Seven »

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
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

I'll look into it, sometime.
I was once a Quake modder
Nash
Posts: 95
Joined: Fri Oct 19, 2007 5:56 pm
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

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...
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

I wasn't aware, that's strange.
I was once a Quake modder
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

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...
I was once a Quake modder
GiffE
Posts: 170
Joined: Sun Oct 08, 2006 3:39 pm
Location: USA, CT
Contact:

Post by GiffE »

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
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

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
Chris
Posts: 79
Joined: Sat Aug 05, 2006 5:31 am

Post by Chris »

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?
LordHavoc
Posts: 322
Joined: Fri Nov 05, 2004 3:12 am
Location: western Oregon, USA
Contact:

Post by LordHavoc »

Urre: any progress on the updated pack?
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

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
I was once a Quake modder
MauveBib
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Post by MauveBib »

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:

Image
Image
Apathy Now!
Post Reply