DirectQ does it, but that's DirectQ; Also that first screenshot is a screen shot of DirectQ
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Oldstyle Underwater and Relief textures
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The underwater effect needs engine code to support it; you can't just do it by adding content. It is relatively simple to implement though.
I believe that FTE can also do it, but I'm not certain of how to enable it in FTE.IT LIVES! http://directq.blogspot.com/
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Darkplace I have hopes that it can add a mod like that there for "teleports" and "DP-New_Teleport-V1.20-for_new_DP_builds-RED-Seven." If you look through these sites before you can see right through them the effect we are looking for water ...
I was thinking that if the engine of Quake supports the effect of water, it is possible using a command can be substituted for the effect introduced by the opengl and in my opinion is much less flamboyant.
Reviewing the topic of "Quake 64 Total Conversion?" In the part which talks about the graphic effect under water ... It is also said that the effect either serial with the game engine, but the question is how to activate it? and I think it is not easy, since the original effect was created by software that somehow does not directly support the OpenGL even able to recreate this effect, but not directly.
regards
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Originally posted by NightFright View PostCan it be done for Darkplaces, too?
There are three main options here:
LordHavoc could decide to do it himself. This would be the best option, but is entirely at LordHavoc's discretion, and he may have his own optinions on the matter which would have to be respected.
Somebody else could add it. This would initially involve a fork of DP which would be unofficial and would not keep pace with other changes to DP made by LordHavoc. LordHavoc might decide to integrate it into the main DP codebase, but that's entirely at his own discretion too.
It doesn't get done. Nothing changes from the way things currently are so far as this is concerned. Possibly the most likely.
To be honest, LordHavoc is the man to ask about this. I added it to DirectQ because I thought it would be a cool feature to have and it's quite easy to do with Direct3D. But I have zero authority over what does and doesn't happen with DarkPlaces (which is as it should be). I'm sure he's aware of the possibility of adding this to DP, and I'm even more sure that he knows exactly what needs to be done to add it, but there may be other considerations I'm unaware of. That's about all I can say.IT LIVES! http://directq.blogspot.com/
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It's possible to do the underwater effect with a custom postprocess shader in DP... But it would need a qc hack as well.
In game: r_glsl_dumpshader
Then edit C:\Users\username\Saved Games\darkplaces\id1\glsl\default.glsl and in particular the MODE_POSTPROCESS part...
But be aware of these special things:
1. the resulting view must be slightly smaller than the original image or you end up with artifacts on the edges.
2. the exact proportions of the view with relation to the texture may differ depending on whether the user's video card supports non-power-of-two textures (which is disabled on Mac due to bugs, and on other platforms it works on AMD Radeon HD or NVIDIA Geforce6 or higher).
3. the qc code will need to turn on/off the r_glsl_postprocess cvar... Or you could check if the blend color is active and apply the effect based on that, which would still trigger when taking damage or picking up items though.
4. the default.glsl file is not stable from version to version in DP, in other words your shader will break at some point with engine upgrades and have to be updated accordingly.
Once someone develops a good shader for this I can accept it as a contributed patch.
P.S. the effect in Quake used two sinewave scroll effects (one on X, one on Y), one after another.
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Originally posted by LordHavoc View PostIt's possible to do the underwater effect with a custom postprocess shader in DP... But it would need a qc hack as well.
In game: r_glsl_dumpshader
Then edit C:\Users\username\Saved Games\darkplaces\id1\glsl\default.glsl and in particular the MODE_POSTPROCESS part...
But be aware of these special things:
1. the resulting view must be slightly smaller than the original image or you end up with artifacts on the edges.
2. the exact proportions of the view with relation to the texture may differ depending on whether the user's video card supports non-power-of-two textures (which is disabled on Mac due to bugs, and on other platforms it works on AMD Radeon HD or NVIDIA Geforce6 or higher).
3. the qc code will need to turn on/off the r_glsl_postprocess cvar... Or you could check if the blend color is active and apply the effect based on that, which would still trigger when taking damage or picking up items though.
4. the default.glsl file is not stable from version to version in DP, in other words your shader will break at some point with engine upgrades and have to be updated accordingly.
Once someone develops a good shader for this I can accept it as a contributed patch.
P.S. the effect in Quake used two sinewave scroll effects (one on X, one on Y), one after another.
PD: I hope you can make a hack soon
best regards
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The screen edge artefacts can be avoided by encoding a weight factor into a separate texture and doing a multiply of the warp addition by that. You need two channels for it, with one channel being for horizontal (tends towards 0 at the edges, 1 in the middle) and one being for vertical (likewise). That leaves two channels free which you can encode the sine waves into, again horizontal and vertical (still faster than doing an actual sin call in a shader).
Of course you don't really need all four channels of the texture - you could get away with just two - but using all four saves on texture lookups in your shader, and as post-process effects hurt performance a little, anywhere you can claw some back is good.
The resulting warp will only take effect horizontally at the vertical edges and vertically at the horizontal edges, with a smooth scale up to fully horizontal and vertical as you move towards the center of the screen.
Don't forget that it's also important to take variable screen sizes into account.IT LIVES! http://directq.blogspot.com/
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Originally posted by MH View PostDon't forget that it's also important to take variable screen sizes into account.
Also keep in mind that I can fix up the shader if it relies on 0-1 texcoords (GL_ARB_texture_non_power_of_two) with an appropriate scaling uniform, so if a shader is made that works properly on 0-1 texcoords I'll do the rest.
Oh I can also fix up aspect ratio, so don't worry if your shader is written for 16x9 or 16x10 or 4x3 or whatever, I'll fix the scaling.Last edited by LordHavoc; 07-04-2011, 09:15 PM.
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Originally posted by daniocampo1992 View PostMr. LordHavoc, I think id Software will be happy to hire you in their team..
I'm not seeking employment at any company at this time, I've turned down many offers in the industry.
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Originally posted by LordHavoc View PostDon't need a separate texture for weighting, just use the texcoords squished a tiny bit (Quake did this as well, it didn't show quite the full fov when underwater).
Also keep in mind that I can fix up the shader if it relies on 0-1 texcoords (GL_ARB_texture_non_power_of_two) with an appropriate scaling uniform, so if a shader is made that works properly on 0-1 texcoords I'll do the rest.
Oh I can also fix up aspect ratio, so don't worry if your shader is written for 16x9 or 16x10 or 4x3 or whatever, I'll fix the scaling.
I'd suggest adding cvar-ized uniforms for a few other parameters too, such as a time scale, a warp scale, and so forth. It just seems nice to allow players to tune it to their own personal tastes.IT LIVES! http://directq.blogspot.com/
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i really hope someone does implent this some day, and we'll have the cool underwater distortion effect like quake originally had in DP,
it looks so much better then the lame horizontal squishing we have now in DP.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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I swear everytime I see this post (but im not directly looking at it in the list of recent active posts) , I see "Oldstyle Underwear" and have to double take.
Weird.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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