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leileilol

Joined: 15 Oct 2004 Posts: 1321
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Wed May 14, 2008 1:51 pm Post subject: |
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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. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu May 15, 2008 6:43 am Post subject: |
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I promised LH I'd look into it, but didn't find any time. I will, though. It's probably just a single parameter to the dp_water line in the shader, an extra 1 at the end for alpha. _________________ Look out for Twigboy |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri May 16, 2008 1:16 am Post subject: |
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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! _________________ Look out for Twigboy |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Fri May 16, 2008 2:12 am Post subject: |
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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? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri May 16, 2008 5:57 am Post subject: |
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try mine scar3, at least i have colors  _________________
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri May 16, 2008 6:06 am Post subject: |
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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. _________________ Look out for Twigboy |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Fri Jun 26, 2009 3:06 pm Post subject: Black borders |
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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? _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Fri Jun 26, 2009 10:16 pm Post subject: Re: Black borders |
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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. |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sat Jun 27, 2009 5:48 am Post subject: Thanks |
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Thanks for the quick answer. In the meantime, take a look at some screens:
 _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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My-Key
Joined: 12 Aug 2009 Posts: 4 Location: Poland
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Posted: Wed Aug 12, 2009 4:57 pm Post subject: |
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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)? |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Aug 12, 2009 7:19 pm Post subject: |
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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. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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My-Key
Joined: 12 Aug 2009 Posts: 4 Location: Poland
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Posted: Thu Aug 13, 2009 9:40 am Post subject: |
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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. |
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AluminumHaste
Joined: 21 Feb 2010 Posts: 1
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Posted: Sun Feb 21, 2010 12:37 am Post subject: |
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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. |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Sun Feb 21, 2010 6:04 pm Post subject: |
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is this done is assembly, or C? _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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