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Pretty water!
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sun Oct 14, 2007 10:41 pm    Post subject: Reply with quote

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 Smile
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Oct 14, 2007 11:21 pm    Post subject: Reply with quote

yeah, it's better for the water to be defined through q3 shader than just all water brushes
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Oct 15, 2007 8:23 am    Post subject: Reply with quote

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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xaGe



Joined: 01 Mar 2006
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Location: Upstate, New York

PostPosted: Mon Oct 15, 2007 1:52 pm    Post subject: Reply with quote

Sweet... Smile
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Seven



Joined: 06 Oct 2007
Posts: 19
Location: Germany

PostPosted: Wed Nov 28, 2007 7:51 pm    Post subject: Reply with quote

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
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Urre



Joined: 05 Nov 2004
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PostPosted: Thu Nov 29, 2007 7:11 am    Post subject: Reply with quote

I'll look into it, sometime.
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sat Dec 01, 2007 5:39 am    Post subject: Reply with quote

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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Urre



Joined: 05 Nov 2004
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PostPosted: Sat Dec 01, 2007 10:44 am    Post subject: Reply with quote

I wasn't aware, that's strange.
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Dec 03, 2007 8:26 am    Post subject: Reply with quote

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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GiffE



Joined: 08 Oct 2006
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PostPosted: Tue Dec 04, 2007 1:33 am    Post subject: Reply with quote

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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Urre



Joined: 05 Nov 2004
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PostPosted: Tue Dec 04, 2007 7:26 am    Post subject: Reply with quote

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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Chris



Joined: 05 Aug 2006
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PostPosted: Tue Dec 11, 2007 11:43 am    Post subject: Reply with quote

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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LordHavoc



Joined: 05 Nov 2004
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Location: western Oregon, USA

PostPosted: Mon Mar 24, 2008 12:17 am    Post subject: Reply with quote

Urre: any progress on the updated pack?
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Mar 24, 2008 12:22 am    Post subject: Reply with quote

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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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Thu Apr 17, 2008 3:37 pm    Post subject: Reply with quote

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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