Wow Sean, this looks really great in game and there is a noticable assist in fps...GREAT JOB!!
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darkplaces water by Zombie & Urre
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Nope, there were two different water colors in original game (clear and dirty). And I think it is possible even to make unique water colors for every map, I guess via *.ent-files or *.shader files, just need to make these files for every map.
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I just tried Sean's textures. His work is excellent as usual, he is very productive and talented man.
But still don't I like a bit of this new water - textures look a bit weird, too colored, maybe grotesque. I've changed Sean's diffuse textures to those form dpwater_new_shader, and now it is fine for me.
I am thinking about improving water movement (I'll try to add tcmod_turb or something).
Sean's glossy textures and normalmaps are of my choice.Last edited by FC Zvyozdochka; 12-30-2011, 11:56 AM.
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hi
you know this pack was made using r_water 1 and doesnt look right with r_water 0.
you could always adjust the shaders dp_reflect setting instead of changing textures.
the last number in the string is alpha so lowering this value will reduce color.
i hope this helps the water look right for you.
my problem is, i see the sky reflection clipping in and out sometimes, depending on my view angle.
regards
Sean
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Originally posted by seanstar View Postmy problem is, i see the sky reflection clipping in and out sometimes, depending on my view angle.
And after all I use your beautiful teleport, Sean (those one with starry texture and dp_reflect) cause mine was nowhere near as good.
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Hi
@FC Zvyozdochka
the problem i have with the dp_relfect shader is the sky clipping,i never noticed it not relfecting particles.
ive been working on my water pack...im trying to get it with nice ripples, and without all of the water edge glow.
i got a similar effect with nice ripples by banging the norms levels and turning down the shader distort...this leaves the edges barely glowing but the water still appears to ripple or move.
also making two versions this time...one with high color textures and the other with semi bland color textures.
here are some screens
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these packs should be available soon.
regards
Sean
Last edited by seanstar; 01-06-2012, 10:09 AM.
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it appears to be all but gone with a dp_reflect setting like this
dp_reflect 1 0.8 0.8 0.8 .7
but the ripples are really reduced.
i also found my major problem of sky clipping is because of my mp maps not being vised...i just got the vis patcher and have been patching the rogue maps...the visual difference is huge and the sky clipping is gone=P
regards
Sean
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Hello,
There seems to be a small misunderstanding in this thread.
I would like to take the opportunity and say some words about it.
First of all, this post shall only clarify some things and shall not offend in any form.
Seans water uses: dp_reflect shader
Urre + zombies water uses: dp_water shader
That is the main difference between them (besides the textures of course).
The dp_water shader combines these 2 shaders in one:
- dp_reflect
- dp_refract
The dp_reflect shader has no refraction
(For a more detailed information please read the DPwiki)
Due to the missing refraction (= distortion) shader, Sean�s water does not effect these things beneath the water surface:
- world textures
- entities
- monsters
- shadows
So if you look into the water, the mentioned things will not distort.
Only the things above the water surface will be reflected on the water surface and distorted.
This way the engine and hardware has less to calculate.
That is the main reason why the fps impact is less when you use Seans water compared to Urres+zombies water.
So Urres and zombies water should not be compared directly 1:1 with Seans water.
Due to the fact, that Seans misses the refract (distort) feature it is more a *light* version.
Again, dont get me wrong, this is a neutral, honest and serious post.
Nothing against Seans water !!
He put much effort in it.
But to compare it 1:1 with the dp_water version lacks some main features.
For those who want/need the fps increase, Sean�s is the best water you can get !
For those who wants all features of water, must use Urres and Zombies "DP pretty water".
dp_reflect cannot be compared with dp_water
Both versions are great !
For a better understanding, I made some screenshot comparisms.
(Urre+zombies / Seans):
Kind regards,
Seven
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Hi
you said you would follow me if i made it soft relfect the same way as dp_water, and i did.
it appears your using the wrong build to get the proper effect from my water pack, you need to use a more current dp build , you might know that already though...maybe i should be happy its not 20 shots of dead bodies like you posted in my particlefont thread...could you remove those screens though because their wrong.
the difference between my water and zombie/urre is the performance leap.
i dont think you can compare a pack thats crippled in performance, with a pack that runs fast.
infact i think that my water easily looks better, and is faster.
please check the first post for my new water packs.
these new packs have been updated to remove the edge glow.
regards
Sean
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Hello,
I have tried this version of the reflective water the first time.
It isn�t bad at all but I think Seven is right.
I miss the refraction too.
This should be no offend Sean.
You put a lot of work into your water!
BTW - I don�t know why but the fps hit is almost the same (with or without distortion) for me. Please look at my screenshots:
<- Seans | Urre+zombie ->
Regards
[email protected]
Originally posted by Seven View PostHello,
There seems to be a small misunderstanding in this thread.
I would like to take the opportunity and say some words about it.
First of all, this post shall only clarify some things and shall not offend in any form.
Seans water uses: dp_reflect shader
Urre + zombies water uses: dp_water shader
That is the main difference between them (besides the textures of course).
The dp_water shader combines these 2 shaders in one:
- dp_reflect
- dp_refract
The dp_reflect shader has no refraction
(For a more detailed information please read the DPwiki)
Due to the missing refraction (= distortion) shader, Sean�s water does not effect these things beneath the water surface:
- world textures
- entities
- monsters
- shadows
So if you look into the water, the mentioned things will not distort.
Only the things above the water surface will be reflected on the water surface and distorted.
This way the engine and hardware has less to calculate.
That is the main reason why the fps impact is less when you use Seans water compared to Urres+zombies water.
So Urres and zombies water should not be compared directly 1:1 with Seans water.
Due to the fact, that Seans misses the refract (distort) feature it is more a *light* version.
Again, dont get me wrong, this is a neutral, honest and serious post.
Nothing against Seans water !!
He put much effort in it.
But to compare it 1:1 with the dp_water version lacks some main features.
For those who want/need the fps increase, Sean�s is the best water you can get !
For those who wants all features of water, must use Urres and Zombies "DP pretty water".
dp_reflect cannot be compared with dp_water
Both versions are great !
For a better understanding, I made some screenshot comparisms.
(Urre+zombies / Seans):
Kind regards,
SevenLast edited by webangel; 01-08-2012, 12:26 PM.
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Hi
i wanted Seven to remove those pics because they're wrong.
at any rate about your screnshots, i really dont know what to make of them.
i can make it easy to understand about the fps boost...look at these two honest screenshots.
note the fps bottom left on both pics...same spot almost 20 fps difference.
Sean's shaderZomibe/Urre shader
regards
Sean
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Originally posted by seanstar View Post
...at any rate about your screnshots, i really dont know what to make of them.
Hello,
hmmm, I thought I wrote it clearly in my post.
The dp_water shader combines these 2 shaders in one:
- dp_reflect
- dp_refract
The dp_reflect shader has no refraction
Due to the missing refraction (= distortion) shader, Sean�s water does not effect these things beneath the water surface:
- world textures
- entities
- monsters
- shadows
Maybe a screenshot will show you what we mean:
(Sean water / Urre+zombie water)
But you say you dont like other peoples screenshots, so here is your own !
I guess now you should understand, what is missing in dp_reflect compared to dp_water.
That is all I said; nothing more and nothing less.
And that is the feature that is the most beautiful in "DP pretty water" by Urre+zombie.
And that is why you cannot compare your water 1:1 to Urre+zombies.
Because it lacks this feature, and that is why the fps hit is lower.
And that is why people can/should choose between your *light* version and Urre+zombie�s version.
But wait, I repeat myself....
If you still dont understand, than I am sorry.
And again, this is just a description of the facts that we see.
No offend or anything. Just a neutral, fair post.
We all said, we like your water. That is the truth.
Seven
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Hi
i'm sorry if i'm mistaken, but it's almost like your webangel or somethings strange is going on here?
i made that comment to webangel and you clearly get upset about it like you made her post.
you can draw lots of strait lines on my water shader screenshot used with the wrong build of darkplaces...doesnt prove jack.
why dont you warn me to be careful like you have to some others on this forum?
seems like you think your the boss or act like a hall monitor of this forum.
can you not post dishonest screenshots in my threads anymore.
Sean
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