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darkplaces water by Zombie & Urre
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Looks better and less tileable.
Offtopic now, I want that shotgun in the first screenshot! Please!
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hi
The shader has only one setting changed.
old setting
tcmod scale 0.35 0.18
new setting
tcmod scale 0.2 0.1
i think it makes the ripples a little better...not much.
and the textures are the same but ive changed the alpha layers orientation.
i find this helps to soften the look of the base textures.
here is a new shot on e1m1
Last edited by seanstar; 11-02-2011, 03:12 PM.
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Originally posted by seanstar View Posthey Chip
id post the doom3 ports [...]. Soon i will make a doom3 weapons pack for my friends at quakone.com.
What do you think?
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I like the hud and the rain effect! nice nice! you should make a shader pk3 or a cfg "how to"..
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made a new speedrun demo video...this is one of my favorite maps e2m5.
got these demos from the qdq series.
[ame=http://www.youtube.com/watch?v=_dnn9Wy-DS8]speeddemo e2m5 - YouTube[/ame]
this video shows some of the new effects ive been working on...like the rocket trail, explosions and new blood effects.
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im working on a new water.shader thats faster
here is one texture from it
*water0
{
map $lightmap
rgbGen identity
{
map textures/water/water0.tga
tcmod scale 0.2 0.1
tcMod scroll 0.06 0.06
}
dp_reflect 5 1 1 1 .7
}
quick video of first version with settings like dp_reflect above.
[ame="http://www.youtube.com/watch?v=bszKudxtQ28&feature=player_profilepage"]http://www.youtube.com/watch?v=bszKudxtQ28&feature=player_profilepage[/ame]
this video has the reflect string like this
dp_reflect 8 1 1 1 .7
[ame="http://www.youtube.com/watch?v=uA6nJOCdJrM"]http://www.youtube.com/watch?v=uA6nJOCdJrM[/ame]
here it is dpwatertextures-newshader.zip
it runs so fast and looks so good...it got me actually playing this game today.
i know its not perfect but the alternative isn't either.Last edited by seanstar; 10-29-2011, 06:55 PM.
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One of the secrets to realistic looking water is to use a fresnel term that shows reflection clearly at grazing angles,
but only subtle at perpendicular angles. Fresnel is simply the dotproduct of the view vector and the surface vector.
You can lerp between reflection and refraction based on the fresnel term that way.
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Originally posted by Spiney View PostOne of the secrets to realistic looking water is to use a fresnel term that shows reflection clearly at grazing angles,
but only subtle at perpendicular angles. Fresnel is simply the dotproduct of the view vector and the surface vector.
You can lerp between reflection and refraction based on the fresnel term that way.
Yes, that is exactly what "dp_water" does.
I also think that "dp_reflect" shader is not enough to create realistic water.
But that is just my personal opinion.
And as always, I might be wrong.
Regards,
Seven
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One thing that probably is not important in SP, but more for MP is the fact the client can set their transparency to whatever they want, and have an advantage seeing through water to shoot at an opponent. For mp, the server ought to have rights over the clients settings for the transparency....and it ought to be up to the map creator that they set their transparency level.....I've also seen some csqc by Nahuel that puts fog in the water nicely....but if you have the transparency set in the client, it will override the fog in the water if you are looking from the surface, and conflict. Again, this is all for MP consideraiton mostly.
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