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InsideQC Forums • View topic - Changing underwater screen colours

Changing underwater screen colours

Discuss programming in the QuakeC language.

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Postby Nash » Mon Oct 29, 2007 4:57 am

I'm not whining. I already know the solution to my problems. I just thought it's a non-standard way of doing things here.

I come from a school of thought that modifying the engine source to cater to a mods' specific details is messy.

I guess I should just go ahead and do whatever I want without worrying if it's "valid" or not.
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Postby Urre » Mon Oct 29, 2007 7:49 am

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Postby Nash » Mon Oct 29, 2007 8:28 am

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Postby Sajt » Mon Oct 29, 2007 10:45 am

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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Postby Urre » Mon Oct 29, 2007 1:07 pm

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Postby Nash » Mon Oct 29, 2007 1:32 pm

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Postby Preach » Mon Oct 29, 2007 3:59 pm

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Postby Urre » Tue Oct 30, 2007 8:47 am

Preach: I think you misunderstood the whole waterwarp thing, I really doubt he means the awful glquake warping which pushed vertexes underwater around, but rather the software renderers waterwarp, which moved pixels on the view around.

I think there ought to be better ways of handling it. It'd be cooler with a proper framework for these kinds of post-processing effects, which is easily expandable and with more control for modders.
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Postby Preach » Tue Oct 30, 2007 9:24 am

But it would have to be up to the engine how the waterwarp appears, otherwise you're gonna end up with one waterwarp effect for the original water brushes and one for the new water volumes you're creating in the mod. That would defeat the point of trying to make them look consistent. The GLquake warp is ugly and bugged, but no engines out there continue to use that, right?
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Postby Urre » Tue Oct 30, 2007 3:02 pm

Preach: when it comes to that, I'd say it depends on wether the engine finds mod/map/entity specific info. If a mod wants their water to look a certain way, they can provide a file with info for that. It could also be map specific, entity specific, or much rather, shader specific. DarkPlaces already has a lot of shader stuff going on, which specify a lot of appearance info. It could just be expanded. Then, if the engine doesn't find any info, it should just use default values, some of which could perhaps be changed by cvars.

And yeah, I doubt any engines use the old glquake water warp. Unless ofcourse, you're running glquake.
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Postby Preach » Tue Oct 30, 2007 3:18 pm

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