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InsideQC Forums • View topic - Pretty water!

Pretty water!

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Postby My-Key » Fri Feb 26, 2010 7:01 pm

Yea, I know. It looks pretty bad, but it is better than nothing :)

Urre@
Editing gloss maps can give interesting effects like here (now murky have something unpleasent on a surface ;) )

With a lot of work (and luck) sharp glossmaps could be achived by making a proper glossmap.
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Postby LordHavoc » Sun Mar 28, 2010 7:16 pm

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Postby Electro » Tue Mar 30, 2010 8:01 am

Benjamin Darling


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Postby LordHavoc » Tue Mar 30, 2010 4:52 pm

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Postby Urre » Tue Mar 30, 2010 10:17 pm

Awesome LH!

Varying specular sharpness across the texture is very useful, for example if you have different materials on the same texture, like skin, cloth and metal, for a character.
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Postby revelator » Sun Dec 26, 2010 10:58 am

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Postby Karall » Sun Mar 06, 2011 1:09 am

Is it ok for people (me :D:D:D) to use this in a standalone game using the quake source code?
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Postby leileilol » Sun Mar 06, 2011 1:26 am

Depends. Mine's a gpl implementation, don't know how strict zombie's is.

btw, it's so easy to do your own water shader. Smudge a bit, resynthesize, BAM!!!! GOOD ENOUGH WATER WAVES
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Postby metlslime » Sun Mar 06, 2011 1:43 am

the post about zombies is spam
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Postby Spirit » Sat Mar 12, 2011 7:39 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby leileilol » Sat Mar 12, 2011 8:58 am

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Re: Pretty water!

Postby sean » Wed Nov 02, 2011 2:15 pm

hello

thanks for the awesome shader...was this developed for nexuiz?

i like your water textures over all ive tried, out of many.


my only real problem with this nice pack is performance rape of dp_water in the shader.


ive been working on a new shader...through help from several talented peeps at quakeone.com/forum.

Nahuel Seven Webangel all three :)


here is from my thread at


ive been trying to optimize this nice water pack for a while.

using its shader can drop my fps as low as 30...with nothing going on.

with some tweaking and this shader as a base i got the effect i wanted.

the key was dp_reflect instead of dp_water...its not transparent though.

with blendfunc blend i can make it transparent...without the same fps hit.


here are some screens to compare


dpwater051--------------------dpreflect


dpwater051--------------------dpreflect


dpwater051--------------------dpreflect


couple benchmarks to go by...my sys specs are good.

-------------------dpwater051--------new water

timedemo2 ----------68------------------86

mydemo e2m---------66 -----------------84


link


regards


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Re: Pretty water!

Postby Electro » Thu Nov 03, 2011 6:31 am

These bots are getting smarter and smarter.
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Re: Pretty water!

Postby Chip » Thu Nov 03, 2011 3:03 pm





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Re: Pretty water!

Postby revelator » Thu Nov 03, 2011 4:37 pm

heh paranoid cant blame him i seen a few after the forum upgrades though less than before luckily :) in this case its a human though.
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