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darkplaces water by Zombie & Urre

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  • #46
    Originally posted by seanstar View Post
    at any rate about your screnshots, i really dont know what to make of them.
    I don�t think my Screenshots are bad

    i can make it easy to understand about the fps boost...look at these two honest screenshots.
    At least - Not for me. Please look at my honest screenshots. My FPS Counter is down-right.

    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.
    wtf!!?!?

    you can draw lots of strait lines on my water shader screenshot used with the wrong build of darkplaces...doesnt prove jack.
    The lines are straight with a newer build too. Please look at my start map screenshot!

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    • #47

      Hi

      maybe its me but this is starting to seem a little crazy.

      i tested out e1m2 and your screenshot lies.


      fps is under gpu temp
      sean waterzombie/urre water


      regards


      Sean

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      • #48
        Hello Sean,
        why should my poor screenies do that? But OK forget it.

        I should say it once again because you ignore it several posts ago.
        Your statement in your readme is wrong:
        this reduces performance drops around water significantly...in addition, it looks way better.
        Why did you say something. It doesn�t looking better to me. You missed the refraction and this is a "must have" for water !

        But again. It�s a matter of personal liking

        I like your pack! And I love the original. If I have 50fps or 70fps - I don’t give a fuck!

        Originally posted by seanstar View Post

        Hi

        maybe its me but this is starting to seem a little crazy.

        i tested out e1m2 and your screenshot lies.


        fps is under gpu temp
        sean waterzombie/urre water


        regards


        Sean
        Last edited by webangel; 01-08-2012, 02:46 PM.

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        • #49
          Maybe we settle for this:

          1) FPS gain can depend on many different factors. We all use different hardware and probably different Darkplaces builds. This can and will have an impact.

          2) There ARE visual differences between the shaders used. Which one you like more is up to individual taste. Players with weaker machines who still want some improved water effects might be tempted to give sean's version a try - while people who care less about FPS differences will probably want to stick with the initial release.

          3) In the end, everyone can use the release (s)he prefers, no one forces you to use anything. You should know which shader looks better for you and which doesn't.
          Authentic Models Pack
          OriOn's ID1 Model Fixes for MP1+2
          LIT/VIS files for Quake addons

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          • #50

            Hi

            i made a couple new water packs...one has full refract and a modified shader thats gives the water an outstanding look...my wife even said to me when she saw it moving that this really looks like water.

            this is mostly because of the new norm and shader tweaks.


            [ame="http://www.youtube.com/watch?v=iBXPFmhF8tc&list=UUqQI8Zu1bY9Jha8J5p92NLA& index=1&feature=plcp"]S*-dp_water shader[/ame]


            check first post for updated links

            regards

            Sean

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            • #51
              Not bad at all! Regarding the refract version, I actually really need to compare it directly to the one I am currently using, I can't tell right now which looks better... Seems to be worth checking out!

              Two things for sean to check maybe:
              1) In the shader file, I see you defined a slime2.tga, but I cannot find it. To me, it seems to be missing.
              2) You might consider deleting the gloss- and lumamaps. I have tried playing without them, the difference is basically not visible.

              *EDIT*
              I have compared the old version vs sean's and have to say I like sean's better, the effect is more elaborate (more sophisticated surface ripples and also better colors). However, keep in mind I am referring to the version with refraction shaders.

              I have made two screenshots in E1M1 so the difference is easier to see (it's much more obvious in motion, ofc):
              Water surface comparison
              Slime surface comparison

              Judging from what I could see during this quick E1M1 check, it's a great job! Certainly, lots of finetuning went into this shader, and it pays off - this water is looking as realistic as possible!
              Last edited by NightFright; 01-09-2012, 01:07 PM.
              Authentic Models Pack
              OriOn's ID1 Model Fixes for MP1+2
              LIT/VIS files for Quake addons

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              • #52
                Animation is fast and waves strong it looks more like river or lake than small ponds like most water in quake is supposed to be.
                ( It is ok if someone prefer it that way, just sharing what I think ).

                Reflections look better thanks to new normal map, but when you look at the angle when you see mostly refraction it is too strong, looks artificial like some boiling gel.
                Good example of it is e1m2 when you look down at water from the second bridge (big one).

                Now I wonder, is it possible to use reflect and refraction shaders separately with different normals at the same time ?
                ( It is possible, I don't know what I am talking about, if that is the case please ignore what I've written above. I don't know how these things work for sure. )

                Offtopic:
                I've just discovered something that may be old news for everyone but me.
                I was using PAK0.PAK and PAK1.PAK with applied water vis patch before. I've just discovered that dp_water shader works fine with not vispatched paks.
                I get around water performance bottlenecks about 5fps increase with not vispatched PAK files. Extreme case is this double water surface on 'start' map I get 15fps more there.

                Is something wrong with vispatch.dat file I've used, or everyone has it the same ?
                Last edited by _Smith_; 01-10-2012, 04:37 PM.
                Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                • #53

                  Hi

                  @nightfright

                  i like your images...im going to post them in the front of this topic=P

                  also thanks for the slime2 shader tip...this pack had a couple of errors.

                  ive been working on my dp_reflect slime...the problem is gone.




                  after using dp_water and dp_reflect...i have to say dp_reflect wins.

                  the performance doesn't tank...drop under 30fps, like it does with dp_water.


                  this dp_reflect water took time to create...its the best looking version now
                  that looks almost the same as dp_water.



                  @smith


                  this water i have been working on for a while...i have many water textures.

                  i didnt increase the speed of the water at all.

                  i set the scroll from
                  tcMod scroll 0.25 0.25
                  tcMod scroll 0.06 0.06

                  please feel free to use the other textures and shader...i dont mind=P


                  regards

                  Sean




                  Last edited by seanstar; 01-11-2012, 12:53 PM.

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                  • #54
                    Maybe higher waves gave me this impression. Maybe it is not about the scroll. I like a bit more 'static' water. But it is not important.

                    I really think you are on to something. Surface reflections look great.
                    I've just wondered if it is possible to mix these great reflections with subtler distortion of objects underwater. Maybe it is not. I don't know. That is what I asked.

                    What about better performance with not vispatched PAK files, is it normal ?
                    Last edited by _Smith_; 01-10-2012, 05:24 PM.
                    Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

                    Comment


                    • #55
                      What about better performance with not vispatched PAK files, is it normal ?
                      Performance might be better, but you won't see any objects underwater.
                      If you have got better performance with "r_novis 1" then it is really weird - for me it drops framerate just as reliefmapping does.

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                      • #56
                        @FC Zvyozdochka

                        You are right, there is no objects underwater, I didn't spot it myself, thanks for clearing this.
                        Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                        • #57
                          Well, that's the great thing about Darkplaces and its highres contributions, you can decide which effects you like, and since many people contribute and offer different versions, you have the luxury to pick the ones you prefer.

                          If you like more modest effects with "calmer" water/slime surfaces, you can stick to the shaders modified by Seven & Co. If you want "troubled water" (love the term), try sean's modification. And you can still play around with shader values on your own if you are not satisfied.

                          Actually, it would be great if different shaders could be used for indoor/outdoor areas. I could imagine using a shader with stronger effects outside, simulating wind blowing over the water. In return, indoor areas would feature calm surfaces. Maybe something for the future. ^^
                          Authentic Models Pack
                          OriOn's ID1 Model Fixes for MP1+2
                          LIT/VIS files for Quake addons

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                          • #58
                            sean dp_water

                            The beautiest water ever seen in Quake

                            A must have!

                            THX

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                            • #59
                              Please, Sean

                              Could you upload your beautiful work again?
                              Both Mediafire links in first post don't seem to work anymore.

                              Thanks!
                              Last edited by kevin81; 04-16-2012, 08:16 PM.

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                              • #60
                                Please, does anybody know where I could find the weapon mod shown by Sean in this picture?



                                Thanks in advance!

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