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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Oct 14, 2007 10:41 pm Post subject: |
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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. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sun Oct 14, 2007 11:21 pm Post subject: |
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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 Posts: 1073 Location: Sweden
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Posted: Mon Oct 15, 2007 8:23 am Post subject: |
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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. _________________ Look out for Twigboy |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Mon Oct 15, 2007 1:52 pm Post subject: |
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Sweet...  |
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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Wed Nov 28, 2007 7:51 pm Post subject: |
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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 Posts: 1073 Location: Sweden
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Posted: Thu Nov 29, 2007 7:11 am Post subject: |
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I'll look into it, sometime. _________________ Look out for Twigboy |
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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Sat Dec 01, 2007 5:39 am Post subject: |
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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 Posts: 1073 Location: Sweden
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Posted: Sat Dec 01, 2007 10:44 am Post subject: |
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I wasn't aware, that's strange. _________________ Look out for Twigboy |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Dec 03, 2007 8:26 am Post subject: |
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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... _________________ Look out for Twigboy |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Tue Dec 04, 2007 1:33 am Post subject: |
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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 Posts: 1073 Location: Sweden
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Posted: Tue Dec 04, 2007 7:26 am Post subject: |
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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. _________________ Look out for Twigboy |
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Chris
Joined: 05 Aug 2006 Posts: 78
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Posted: Tue Dec 11, 2007 11:43 am Post subject: |
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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 Posts: 243 Location: western Oregon, USA
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Posted: Mon Mar 24, 2008 12:17 am Post subject: |
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Urre: any progress on the updated pack? |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Mar 24, 2008 12:22 am Post subject: |
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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 _________________ Look out for Twigboy |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Thu Apr 17, 2008 3:37 pm Post subject: |
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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:
 _________________ Apathy Now! |
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