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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Sep 30, 2007 5:39 pm    Post subject: Pretty water! Reply with quote

Update: now works again! See more info below.

Some pretty pictures:





You'll obviously need the latest beta release of the DarkPlaces engine, can be found in the files section of the DarkPlaces site.

The vispatch can be found on Quaketerminus tools section (called id1vis).

And ofcourse, the pack itself url removed, see update below comes straight from my site on Quakedev.com!

Have fun, and please comment! Also feel free to post bug reports or suggestions!

EDIT: new versions!

Full pack

Small pack
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Last edited by Urre on Fri May 16, 2008 6:15 am; edited 2 times in total
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sun Sep 30, 2007 10:46 pm    Post subject: Reply with quote

It certainly look great. Probably too great for my computer Razz

yep.. too great, I only get some colourful textures that do water scroll as usual...
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Mon Oct 01, 2007 2:09 am    Post subject: Reply with quote

sweeeeet
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Oct 01, 2007 7:47 am    Post subject: Reply with quote

jim: list what GPU you have, and we'll see if that's the problem or something we can actually fix Wink
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Oct 01, 2007 10:54 am    Post subject: Reply with quote

If anyone wants a specific water in custom maps overridden with this, list the texture name and color (perhaps by a screenshot, so i know), and that texture name will be in possible future release(s). For example, I figured I could make the Zerstörer blood pools use this, with a thicker red diffuse texture.
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jim



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PostPosted: Mon Oct 01, 2007 1:18 pm    Post subject: Reply with quote

It's just so old.. Geforce Ti-4200 128MB... Or should it support that glsl stuff?
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Oct 01, 2007 1:26 pm    Post subject: Reply with quote

Yeah that wouldn't work so well Razz

For Nvidia Cards, it's a GfFX5200 at minimum, although that thing is so slow, performancewise I would say 5700 at minimum.

For ATI I'm unsure, but I think it's Radeon 9500 or 9700 at minimum.
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jim



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PostPosted: Mon Oct 01, 2007 2:05 pm    Post subject: Reply with quote

What shader stuff hl2 used? I got that kind of water effects in it when I played it with this card...
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Urre



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PostPosted: Mon Oct 01, 2007 4:29 pm    Post subject: Reply with quote

Yes, but in HL2 they had different rendering paths for different cases of hardware. Older hardware, such as yours, requires a lot more work to get such effects, and because HL2 is a commercial product, they basicly had more time and reason to implement the different paths. The newer paths get slightly prettier looking water, and higher framerate, not only because the newer GPU's are faster, but because the newer paths are more efficient. Let's say LordHavoc coded support for this water on non-glsl hardware, it would be significantly slower on those, not only because they're older, but because you need to do a lot more stuff manually rather than it being supported by the hardware directly.
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Tue Oct 02, 2007 12:18 am    Post subject: Reply with quote

That's awesome! Smile

Can you make the effects for engines like JoeQuake or FuhQuake?
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leileilol



Joined: 15 Oct 2004
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PostPosted: Tue Oct 02, 2007 4:09 am    Post subject: Reply with quote

Kinda hard to make effects for engines that aren't even in the goals to touch GLSL.
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Seven



Joined: 06 Oct 2007
Posts: 19
Location: Germany

PostPosted: Sat Oct 06, 2007 10:13 pm    Post subject: Reply with quote

Hello Urre,

you did a really great job !
It looks awesome.

But I still have one question:
When I exec the water.cfg the first time (doesnt matter if via autoexec or with a
new binded key in the config):

3 new lines are entered into my config.cfg:
r_glsl_water "1"
r_glsl_water_reflectdistort "0.05"
r_glsl_water_refractdistort "0.05"

and a fourth line is edited:
r_wateralpha "0.99"

When I dont want to use your Pack anymore, is there a way to
reedit my config (lets say: delete the 3 lines) ?
I thought, when I manually enter "exec water.cfg" the first time,
my config.cfg would not be changed permanently.

My issue is:
Even when I delete the dpwater.pk3, my framerate is still
so low, as with your active Pack.
This must be because of the 3 still existing lines in the config.cfg.

Is there a way to delete the lines automatically.
So to speak a "unexecute water.cfg" possibilty ?
I am quite new to this modding scene, please excuse my noob question.

Anyway, I really love your Pack !

Greetings,
Seven
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Oct 08, 2007 2:32 pm    Post subject: Reply with quote

Seven: thank mostly Zombie, he did the cool parts.

I can't think of a simple un-exec way to do it, unless I make a new release which has a separate config file which disables it. But that would be kind of unneccesary, when you can simple type r_glsl_water 0 in the console, and get the same results Smile
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Seven



Joined: 06 Oct 2007
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PostPosted: Sun Oct 14, 2007 8:25 pm    Post subject: Reply with quote

@ Urre and Zombie

Just wanted to post this, cause many users could not use your Pretty Water Patch due to it !

LordHavoc seems to changed some of the codes, which are necessary for Pretty Water.

If you try using Pretty Water withthe last 2 released betas of Darkplaces, it will NOT work.

So, if you want to use this beautiful Patch, use this Darkplaces Version.
Its the newest stable Version and it works:
http://icculus.org/twilight/darkplaces/files/darkplacesengine20070928.zip

I guess Urre and Zombie stay in close contact to LordHavoc and will adept the next version
of Pretty Water to the modified Darkplaces codes.

...just wanted to forward the info I received.

Thanks again for this beauty Urre and Zombie !
Seven
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sun Oct 14, 2007 9:08 pm    Post subject: Reply with quote

Yeah its borked in the latest 23:22:10 October 9th 2007 build of the engine...
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