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  • DP Shaders

    hi,

    dunno if this is the place to ask for shader questions on specific engines...

    trying to achieve a specific water effect, essentially, i'd like the water to have a different shader based on the side of the water brush you're looking at.

    so if you are looking at the outer face, it should be one shader, and if you are in the water, looking outwards at the inner face, it should be another.

    is there any way to do this with the .shader files system?

    otherwise, i'll have to make waterskip liquid brushes and have a func_illusionary with two different water textures for different shaders.

    also, is there a way to have the reflect/refract effect but instead of using a scrolling texture, to use the swirling water that was in original quake?

    cheers,
    necros

  • #2
    It'd have to be done with 2 different shaders as shaders are called via texture name. So it do the effect you are wanting you'd want the top of the water to be one texture with it's back invisible, then the opposite for the underwater layer. If you don't make it invisible; the effects would actually be visible on both sides.

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    • #3
      thanks. i kind of figured it was probably going to be that way, but i've never done anything with DP before, so i wanted to be sure.

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      • #4
        w/re: swirly water reflect/refract...

        is it possible to animate a texture that isn't animated for a normal quake texture?

        i have a sequence of normal maps that simulate water, is it possible to animate that with the reflect/refract, yet still have the standard looking water in other quake engines?

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        • #5
          Yep
          You can make a "static" texture and animate via shaders. Works the same as Quake 3's textures - in the maps they are animated, but if you delete the shader - the map will still load and the texture will be no longer animated.
          However with the dual layering, it'd be darker water in other engines.

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          • #6
            could someone maybe point me towards some DP shader tutorials or resources of some kind? i'm flying a little blind and the dpwiki doesn't have much info beyond basics and a few examples.
            maybe i'm missing something?

            edit: are there new member titles for every next post #? lol, was grunt victim, then something else, then gib collector and now zombie farmer!

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            • #7
              Look up Quake III shaders DP uses them however many of the advanced parts are not present.
              You could also open up Seven's "pretty water"/lava/teleporter, inside those pk3's are .shader files which can be opened with notepad.

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              • #8
                yeah, only the most basic things seem to work from q3 shader manuals.
                i managed to figure out how to do what i wanted by looking at the retextured monsters pack. it has animated skins for shub and chthon, so i was able to find the key word for it.

                [ame=http://www.youtube.com/watch?v=4WjSep4wvFE]water1 - YouTube[/ame]
                quality is actually quite terrible... only noticed after i uploaded it. :x

                two more questions:

                is there any way to get underwater caustics without having to actually split brushes that underwater and use a seperate texture?

                is there a way to blend between two different water textures, one for close up and one for far?


                edit 2:

                [ame]http://www.youtube.com/watch?v=bhwzAxTg99U[/ame]
                better quality now and spec map for rt lights.
                i don't think there's any way to make this better though. i don't think DP can do the complex per pixel stuff to really emulate light reflecting on water like modern games.
                still, it's decent and is good enough for me.
                Last edited by necros; 08-20-2011, 05:28 PM.

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                • #9
                  Wow! Nice water!
                  200 a�os de mi querido PARAGUAY
                  14/05/1811

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                  • #10
                    thanks. for my next map, i'm trying to have better support for DP so i'm slowly trying to figure out what works.

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                    • #11
                      Very nice work!

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                      • #12
                        Hello necros,

                        Now we meet again
                        Reading many many things from you at inside3d.

                        I just wanted to link you 2 interesting pages with shader descriptions and nice examples:
                        - please klick here
                        - please klick here

                        Knowing your very high quality maps/episodes, I am very sure that your upcoming project will be amazing.

                        Best wishes for your project.
                        Seven

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                        • #13
                          Knowing your very high quality maps/episodes, I am very sure that your upcoming project will be amazing.
                          Wait a minute.. You're necros, autor of the "altar of storms"?
                          200 a�os de mi querido PARAGUAY
                          14/05/1811

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                          • #14
                            yeah, that's me.

                            thanks for the links, seven. i saw the first one before, but i found it very frustrating to use since only maybe 25% of it actually works.
                            some things, of course, are obviously not going to work in DP like surfaceparm areaportal, but other things like tcMod turb, which you'd think should work don't.

                            to achieve the water effect in that video, i am relying purely on animated (frames) textures. i just don't think it's possible with any of the shader commands. it looks like the only thing i'll be using is animMap.

                            now to figure out effectinfo -_-
                            Last edited by necros; 08-21-2011, 11:52 AM.

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                            • #15
                              Hello necros,

                              I am not sure if I understood your above post (my english is not so good).
                              As far as I understand it, you say that "tcMod turb" does not work in DP.
                              All "tcMod" functions work. That is a good thing.

                              And you, as a mapper and coder in one person, can create/position your water textures, so that they look good with "tcMod turb" shader.
                              The original ID1 maps look bad with the "tcMod turb" on the water textures.
                              If you want to see an example, please try and look into the "DP New_Teleport" shader.
                              It uses this function, so the complete texture moves like a wave.
                              If you could implement this into a water texture shader in a clever way,
                              it would surely look beautiful.

                              Hope this can help you a bit...

                              ----

                              Funny, that just yesterday I emailed with Cobalt and we talked about a special map.
                              This map plays with water/lava elements very interesting.
                              I highly suggest, that you take a closer look at how water is done in it.

                              Here is a quick screenshot to give you an idea of it.
                              It has VERY interesting water ideas in it. Maybe you can be inspired by some...



                              DOWNLOAD

                              ----

                              Last thing I want to mention is, that LordHavoc will be the best person to answer your specific questions regarding water caustics in DP.
                              He seems to have a "little" less to do at the moment, so chances are high that he will answer your question within one day.
                              He surely knows some of your works and will be happy to help you.

                              Kind regards,
                              Seven

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