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  • #16
    thanks for the help seven,

    but... the shader in the new teleport doesn't actually use turb. if you look, turb has been commented out, and is replaced with a simple scroll effect.

    also, the map you liked is just a bsp file, there's no material scripts?

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    • #17
      Hello necros,

      LOL, I mixed that up. Sorry.

      This shader uses "tcMod turb":
      - "DP New-Lava"

      This shader uses "deformVertexes":
      - "DP New_Teleport"

      "deformVertexes" moves the complete texture like a wave.
      Sorry to mix it up, I was in a hurry.


      Regarding the map:
      I have no further files for that map. I just wanted to tell you to "fly" through it with noclip. Maybe it can give you some inspiration.

      Please check your PM inbox for some more infos.
      Seven

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      • #18
        Hello necros,

        Last night i thought about this topic again...

        I knew, that I saw beautiful water movement in a Quake mod before,
        but I didnt remember which one it was.

        Now I finally found it and wanted to show you this nice water movement.
        Please excuse the bad quality. Fraps didnt work in that mod, so I had to use some other shity tool.

        It is a mixture of water warp (like in DirectQ) with an additional up/down movement. I think this can be done with the "deformVertexes" shader (at least the up/down movement)
        Described in chapter 3.3

        Maybe this can inspire you somehow necros....

        Best wishes,
        Seven

        [ame=http://www.youtube.com/watch?v=QQjNkmVGWcY]water movement Quake - YouTube[/ame]

        Comment


        • #19
          i think we have very different definitions of beautiful... that looks absolutely terrible to me! sorry.

          anyway, i'm pretty happy with my water atm. it's not perfect, but it emulates water close enough for me.

          i think turb is better for lava effects, like the new_lava you linked above where you can have multiple layers of it turb'ing at different rates and such and blending together.

          in any case, thanks for all the help!

          now my next hurdle is figuring out rt lights. can't seem to figure out how to make spot lights or to change light attenuation. :S

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          • #20
            Hello necros,

            LOL, at least I tried
            I didnt mean the water texture. Only the movement.


            Regarding rtlights, there are 2 tutorials to do/edit them I know of:
            I can only find one atm: klick
            (it is explained for nexuiz, but of course works in DP-Quake as well)

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            • #21
              i think the solution for spots and light attenuation is to make light shaders like in doom3.
              i was looking at the 'romi rt lights' file floating around here for the stock id maps.
              in e3m2, there's the grill light texture and the rt lights there are projecting the grill effect onto the ground.
              if you turn on r_editlights, you can see it has a cubemap assigned to it "cubemaps/07"
              but i haven't been able to find any file named that, so i don't know how to make my own cube maps.
              the forum thread you linked lists the cubemaps as not yet supported, so it must be out of date.

              there's just so little info about DP out there.

              edit: i found i can still assign the cubemaps i know about via r_editlights_edit cubemap cubemaps/07 for example will put the same e3m2 spot light on.
              maybe it's built into the engine??

              edit2: found them, they're in the pk3 for the rt lights pack. duh. lol
              Last edited by necros; 08-22-2011, 11:21 AM.

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              • #22
                i think i broke something to do with the engine itself or some cvar...

                here's the water texture yesterday:
                http://necros.slipgateconstruct.com/temp/watbefore.jpg

                and today, starting DP up for the first time:
                http://necros.slipgateconstruct.com/temp/watafter.jpg

                you can see for some reason it's much less reflective.
                i rechecked all the shader scripts to make sure i didn't do something stupid.
                checked and r_water is 1 and r_glsl is 1.
                i deleted my config.cfg file and loaded up with the default settings and it looked the same.

                i tried out seven's pretty water pack, and it also looks messed up:
                http://necros.slipgateconstruct.com/...rettywater.jpg
                anyone who's used that pack knows the water is much more reflective, not dull and transparent like that.

                the first two shots were in a seperate mod directory, while the pretty water shot was in the id1 directory, so there's no chance of some config file from the mod directory interfering in the id1 game......

                can anyone tell me what i might have done to change everything so drastically?

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                • #23
                  Hello necros,

                  I tried to simulate your issue.

                  Your "watbefore" screen shows the regular visual
                  The "watafter" screen looks almost as if no water is there.
                  The torch reflection is almost not visible and the "wave-texture" too.

                  I tried to change all cvars and settings to simulate it.
                  In the end, I had the SAME visual when disabling/enabling cvar:
                  r_water

                  But as you wrote in your above post, you checked and found that r_water is "1".
                  So I cannot find what is behind your issue...


                  One thing, that I would like to say is:
                  In my office�s computer: When I load a EXACT copy of my Quake folder at home,
                  the water also looks like it would NOT be there.
                  It looks like a simple hole in the ground with no water.

                  So I ask you to try a copy of your Quake in a friends computer.
                  If he has the beautiful visuals, there must have been a change in driver or driver-settings the last days in your computer.
                  Or a recent graphic-cards issue ?

                  Hope I could help a bit.

                  I attached a youtube clip, that I made for another purpose.
                  Just to show you the settings I have if you are interested.
                  It shows 3 different locations (start, e1m1, e1m2) with slightly different water settings.

                  Best wishes,
                  Seven

                  [ame=http://www.youtube.com/watch?v=SKnxdm35Blc]DP pretty water v0 51 - YouTube[/ame]

                  Comment


                  • #24
                    i checked automatic updates and no graphics driver updates have been applied in weeks and i know i myself have not manually installed any updates.

                    it was just like i went to sleep and then the next morning it was broken. o.0

                    when i look at the reflections, it seems like they have just gotten much 'paler'. even if i change my water shader like this:
                    dp_water 10.0 10.0 2 4 0.6 0.75 0.75 0.75 0.75 0.75 1.0
                    and put the reflection level way way up to 10.0 like that, i can still see through!

                    but i can't figure out what's happened because even completely deleting my config.cfg file doesn't fix anything. 0.o

                    maybe i will email lord havoc?

                    for now, i'll try to check this out on another machine...
                    edit: checked on another machine, and it looks the right way, just like i remember it and the video you linked.

                    honestly, i'm stumped.
                    Last edited by necros; 08-27-2011, 12:14 PM.

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                    • #25
                      Are you running windows 7 ?

                      You might be getting bit by the virtual file system, the real config will be stored in the Save Games folder in your My Documents.
                      Regular One Man Slaughterhouse

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                      • #26
                        yeah, it's windows 7, but i knew about the files there.

                        what is everyone's r_depthfirst setting? the default says 0, but when i put it to 2, things look a little bit better. not exactly like they were though.

                        edit: nevermind, i just checked my old screen shot vs r_depthfirst2 screen shot and it looks totally different, so that's not the problem.

                        are there _any_ other settings besides the config file?? like secret registry settings or something?

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                        • #27
                          Autoexec.cfg , some settings will get overwritten or not stored in config.cfg, especially if you have several pk3's which have their own in them.
                          Regular One Man Slaughterhouse

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                          • #28
                            i ruled out any extraneous cfgs earlier today by copying only:
                            id1/pak0.pak
                            id1/pak1.pak

                            in a new folder and then unzipping the newest DP executables + dlls.
                            then i extracted both RT lights pk3 and seven's pretty water pk3 into id1.

                            then i loaded up start and looked at the ep4 pool and it looked exactly like it does in my proper quake install (ie: not reflecting the way it's supposed to).

                            honestly, i am unbelievably confused right now. i just don't understand what's going on.

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                            • #29
                              Hello necros,

                              Reading your post #28, you might have forgotten one thing:
                              type "r_water 1" into console. (default is "0")

                              There is 100% no other config-setting-change necessary for reflective water.
                              (I sent you a mail concerning this, that might not reached you)


                              EDITED:
                              Be careful with big water areas (like e2m1).
                              The bigger the water area is, the less visible the reflective water will be (with default settings !).

                              My suggestion:
                              - try start map (entrance to episode 4) instead
                              - temporary boost the reflection with:
                              r_water_reflectdistort 0.04 [default is "0.01"]
                              r_water_refractdistort 0.04 [default is "0.01"]
                              This will make the water waves really 3D and shiny.
                              No chance to miss the effect then
                              Last edited by Seven; 08-28-2011, 02:32 AM.

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                              • #30
                                The "waterafter" picture reminds me of my problems i had to get pretty water to work. It was a config issue in my case. I deleted config.cfg and fired up dp again and water worked fine...

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