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@sean
Looks interesting. How bad is the hit on fps? I know you always like to optimize, but still curious if there is any significant hit at all?
@webangel
What happened with your work? You going to release for us your work on this as you were going strong?
Hello gdiddy62
I´m on the beam from the wip-post.
After that I will Tune it more and upload it.
I have tested your pack.
Compared your files with V0.51 with "beyond compare".
- You reduced the height of the offset texture
- You increased the min-reflect param in dp_water a little
The water waves are less tall and "shiny" due to flater offset texture.
You compensate this by raising the min-reflect param in the shader.
That is a smart combination.
I noticed that your new offset texture is not seamless.
You can see its borders (especially in start map (entrance to E4)).
It is a good idea you have, but still I miss the taller waves.
They make the water movement more dynamic.
But hey, that is just my opinion. (and I am often wrong with it)
@ Seanstar
I tested your new shader too.
Compared it and saw that you use a different scale and a fully reflective shader param.
In-game, the water is so much reflective, that you cannot see anything inside the water. It is like looking into a water mirror.
If someone likes reflective things, this is the one you have to use.
I have tested your pack.
Compared your files with V0.51 with "beyond compare".
- You reduced the height of the offset texture
- You increased the min-reflect param in dp_water a little
The water waves are less tall and "shiny" due to flater offset texture.
You compensate this by raising the min-reflect param in the shader.
That is a smart combination.
I noticed that your new offset texture is not seamless.
You can see its borders (especially in start map (entrance to E4)).
It is a good idea you have, but still I miss the taller waves.
They make the water movement more dynamic.
But hey, that is just my opinion. (and I am often wrong with it)
Regards,
Seven
I listen to your sugestions.
Please everyone, try my new version of this awesome effect for DP
It's a bit more "weavy" and has (almost) perfect seamless textures. I don't know how to take a good video or caption, but I really think that it feels more natural than previous versions, not too "plastic" nor too "frosty".
Of course, credits to Seven and all the people that work on this effect. (I hope that my english isn't too broken).
I tested your new shader too.
Compared it and saw that you use a different scale and a fully reflective shader param.
In-game, the water is so much reflective, that you cannot see anything inside the water. It is like looking into a water mirror.
If someone likes reflective things, this is the one you have to use.
Regards,
Seven
hehe i know it looks like a water mirror Seven...this is consistant with dirty water is it not.
@Arioch Hey guys, please try this little modification on Seven's files. I think it looks less "plastic", without changing too much what Seven do.
umm...Zombie & Urre mabe this shader and textures.
Certainly an interesting effect. It reminds me a bit of the water surfaces in Duke Nukem 3D, also regarding the color.
It looks like the water is "boiling" (in lack of better terms) somehow, while the original Quake water was rather like warping. But well, as you say it's WIP, and it's a new approach. Let's see how it will turn out. ^^
yeah, agree with nightfright about the texture and color.
although it personally reminds me more of the water from the hi-res texture pack from doomsday, but then lighter
but yeah, it does actually look a lot like the water from duke3d too.
looks nice, but IMO it looks to much like the water from duke3d and doom
Webangel,
I'm getting a "video is set to private" message on water2 vid..can't watch it. Are you going to share this please? (shader I mean)
Had a thought from watching the first vid, what if the pretty water would ripple when the bridge extends out into the water like it was being pushed by the bridge? I think that would be cool, but probably a fps killer.
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