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"DP Pretty Water" Update

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  • #76
    Issue without using r_water 1 is entities will not be visible underwater - unless the map itself is vis'd if I recall correctly.

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    • #77
      Hello seanstar,

      sorry to write my feedback so late.
      I was working on my mod without a break.

      Now I tested your water textures intensely and can give you feedback.
      (Even though the feedback may not be positive, please take it as a constructive criticism. It is not offensive in any way.)


      The first thing I did was, exchanging the water textures inside the "DP pretty water" pack with yours (deleted the _norm textures first).
      Then switched the config to "r_water "0" and started DP.
      Result was, that the swirly look that makes "DP pretty water" so nice was gone.
      With "swirly" look I mean the water behaviour, that distorts the entities&textures inside the water when you look into it.
      This feature is lost with "r_water "0"".

      Then I tried to bring back the _norm textures into the pack, to see if that helps:
      But no.
      Out of curiosity (while standing at the water and looking into it),
      I turned "r_water "1" on again.
      The swirly / distorting look was there again.
      But your diffuse textures are of course much to opaque to get the usual intensive effect of "DP pretty water"


      Then I thought... hmmm. The look that you have with "r_water "0" reminds me to the condition BEFORE I used "DP pretty water".
      So I did this next:
      Removed the shader completely, renamed your textures according to regular Quake textures (ex.: #04water1.png) and put them into "ID1/textures" folder.
      That was the classic way to have the water (example in Rygels pack).
      I started DP again and the look was 95% identical to the condition with the shader and "r_water "0".
      (be careful, because the cvar "r_wateralpha" is unlocked now, cause you dont have the shader active)
      The main difference was of course, that the water movement was in circles (because the shader was no longer active).


      So as a summary:
      If you want to avoid the r_water "1" (which is unfortunately necessary for "DP pretty water"), the complete shader is useless as well.
      The only thing, that the shader will do is move the water in one direction infinitely (without the shader, the water will move in cirles).
      The visual will be 95% identical to the "classic" external texture water (like it was in Rygels pack):
      The water has a structure, but the structure only moves along, without any swirl or distortion which is the key feature of "DP pretty water".
      That makes the water looking "dead".

      Maybe there is still another way to simulate these features without the necessity to enable r_water "1".

      Maybe I did something wrong during my testing.
      Please tell me if so, I will then do it again of course.

      Best regards,
      Seven



      @ OoPpEe

      A VISed map is necessary anyway. Doesnt matter if you use a shader for the water, or the "classic" way I described above (with external water-textures only, like in Rygels pack)
      Without VISed maps you will not see much

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      • #78
        a noob question:

        VISed map? IIRC I have run in the past a similar tool on DOOM.WAD to fix alignment errors, do we need that for quake maps too? IIRC (again) my .pak files are the original patched ones with the ID patches, never run a tool on them...
        In time, Fire will fade ... and only Dark will remain

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        • #79
          A Vis'd map allows things that would otherwise be ignored being rendered in certain cases to be rendered. For example the water on DM3 - the Lightning Gun under the water won't be rendered until you're underwater. So if you apply Seven's water patch without Vis'ing the maps - you will indeed see under water but you won't see any entities. So looking into the water you would see the map area under the water, but the LG you wouldn't (until you went under the water). Vis the map, and you would see it.

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          • #80
            ah, thanks for that.... is there a noob tutorial how to vis the maps? I really can't remember a thing about that...

            totally OT, your avatar OoPpEe reminds me of the Phase5 logo , a company that made the best and most revolutionary amiga accelerators LOL

            In time, Fire will fade ... and only Dark will remain

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            • #81
              Originally posted by keropi View Post
              ah, thanks for that.... is there a noob tutorial how to vis the maps? I really can't remember a thing about that...

              totally OT, your avatar OoPpEe reminds me of the Phase5 logo , a company that made the best and most revolutionary amiga accelerators LOL

              I used the guide here - it has the tools and the "how-to" step by step. Worked easily for me.

              http://quakeone.com/forums/quake-hel...ing-guide.html

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              • #82
                thanks CarVio, that's what I used... also there are SEVEN's pre-vis'd paks for download here...
                In time, Fire will fade ... and only Dark will remain

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                • #83
                  hehe cool you made things work (vis) i struggled pretty bad at another guide but this one was pretty easy to follow. should be sticky.

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                  • #84
                    yeah, I read all that stuff about vis and various utils with questionable results... then this one simple guide made everything working fine!
                    it worths to be sticky and actually it is!
                    In time, Fire will fade ... and only Dark will remain

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                    • #85
                      lol i totally missed that got it from my bookmarks

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                      • #86
                        Regarding VIS tools and stuff:
                        I stumbled on a site when I was going to vis my SoA pak some months ago Quake Water VIS Project.
                        I have not seen any links for it here at the forum but that doesn't mean that is isn't well known? Is it?
                        Anyway the site seem to have everything you'll ever need regarding vis and Quake. My SoA pak was easily vis'ed at least.
                        – Moon[Drunk]'s Quake Graphics
                        – Quake Revitalization/Retexturing Project

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                        • #87
                          Hi keropi!

                          Did you already VISed your maps?

                          Can you post some pics of the new water if you can please?
                          200 años de mi querido PARAGUAY
                          14/05/1811

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                          • #88
                            yes I have vis'd them... I am using the "dirty" version...

                            I made some shots, the water is way better in game...









                            In time, Fire will fade ... and only Dark will remain

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                            • #89
                              Looks good! But somehow, yours is more transparent than mines.. But I still love it, looks more dirtier..
                              Thank you keropi..
                              200 años de mi querido PARAGUAY
                              14/05/1811

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                              • #90
                                more transparent?
                                interesting since I have not modded any water variables... maybe it is a rendering difference between ati/nvidia? I have a 560ti ...
                                In time, Fire will fade ... and only Dark will remain

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