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ah ok, i suppose... although this way it looks like the water is thin as air, which looks totally lame imo
can you make another clip where you do have any underwater effect turned on?
interested in seeing how that looks in directq, cuz the water surface movement looks real cool
r_waterriple 5
r_underwaterfog 0
gl_polyblend 0 (this stips out the brownish tint of underwater)
2nd video
r_waterripple 20 (exaggerate the effect)
r_underwaterfog 2
gl_polyblend 0 (I'm pre-programmed to disable this,clear h20 = requirement)
[ame]http://www.youtube.com/watch?v=LeUnCN0Cn0I[/ame]
I would love to continue twisting DirectQ as far as its capable in terms of looking "snazzy" but remaining a epic multiplayer engine,but I rarely bother with tinkering.
I think r_waterripple is a standard thing.
those videos also show me stumbling onto MH's reluctant addition of external textures (or higher quality textures) by accidentally installing DarkPlaces stuff to my normal quake folder, which resulted in DirectQ accessing PK3 files.
OR
I tried stuffing the Qrack 400mb .pak file in the wrong spot. It was clearly done 100% by accident,I never questioned it.
The world will never know hahaha FOK im a newb. I play quake, I don't polish it.
hell if I know, download DirectQ and dig into its guts. What I do know is I don't expect DirectQ to get snazzy DarkPlaces "par" things. And I dont care, cause reaction timing / aim / and over all Quake responsiveness reigns supreme on the what I do expect, which is what I'm already getting.
If 10 new effects are added to DirectQ, thats nice, but I most likely would only use 3-4 of them. unless they are all water effects, I'm amused by pretty water for some reason.
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