Announcement

Collapse
No announcement yet.

Oldstyle Underwater and Relief textures

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • gordon81
    started a topic Oldstyle Underwater and Relief textures

    Oldstyle Underwater and Relief textures

    Hi, I'm looking for the old underwater effect that had the original Quake. The current effect GLQuake Darkplace and I do not like, I prefer the old, with the improvements provided by the Darkplace.

    The effect I want is something like this:



    dpointer: Underwater effect
    --------------------------------------------------
    Another thing I've seen is a modification which highlight the textures, I've been fiddling with the "autoexec.cfg" and the "config.cfg" adding that indicates Rygel lines for high-resolution textures:

    r_glsl_offsetmapping "1"
    r_glsl "1"
    0.05 r_glsl_offsetmapping_scale
    r_glsl_offsetmapping_reliefmapping "1"

    The texture pack that I used is: "-dp-texturepack Rygel-ultra.pk3"




    Thank you very much for your help.

    best regards.

  • Mindf!3ldzX
    replied
    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.

    Leave a comment:


  • talisa
    replied
    still no other underwater effect other then fog? thats quite a shame

    Leave a comment:


  • Mindf!3ldzX
    replied
    1st video was

    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.
    Last edited by Mindf!3ldzX; 05-18-2012, 12:00 PM.

    Leave a comment:


  • talisa
    replied
    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

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by splitterface View Post
    cools, that water surface movement looks awesome

    but underwater is erm... any kind of underwater effect seems to be completely missing?

    the moment you emerge it looks like there isnt any water at all
    while under water fighting, I don't want the other enemy being warped to hell and back, its been stripped out on purpose lol.

    Leave a comment:


  • talisa
    replied
    cools, that water surface movement looks awesome

    but underwater is erm... any kind of underwater effect seems to be completely missing?

    the moment you emerge it looks like there isnt any water at all

    Leave a comment:


  • Mindf!3ldzX
    replied
    Sorry for the derail this is what my water looks like when gaming in multiplayer DirectQ.

    [ame]http://www.youtube.com/watch?v=pNexv6ciCXM[/ame]

    Sorry for the derail, a moment when I should have remained in-quake,waiting for an opponent,instead of mentioning self-observation thoughts to forums.

    haha

    Leave a comment:


  • talisa
    replied
    lol you just see what you subconsciously want to see

    your eyes see what your dirty mind wants to see

    Leave a comment:


  • Mindf!3ldzX
    replied
    I swear everytime I see this post (but im not directly looking at it in the list of recent active posts) , I see "Oldstyle Underwear" and have to double take.


    Weird.

    Leave a comment:


  • talisa
    replied
    i really hope someone does implent this some day, and we'll have the cool underwater distortion effect like quake originally had in DP,
    it looks so much better then the lame horizontal squishing we have now in DP

    Leave a comment:


  • MH
    replied
    Originally posted by LordHavoc View Post
    Don't need a separate texture for weighting, just use the texcoords squished a tiny bit (Quake did this as well, it didn't show quite the full fov when underwater).

    Also keep in mind that I can fix up the shader if it relies on 0-1 texcoords (GL_ARB_texture_non_power_of_two) with an appropriate scaling uniform, so if a shader is made that works properly on 0-1 texcoords I'll do the rest.

    Oh I can also fix up aspect ratio, so don't worry if your shader is written for 16x9 or 16x10 or 4x3 or whatever, I'll fix the scaling.
    Squishing is fine too, it's more of a personal thing that I prefer using the weighting texture. Tradeoffs with both, and I guess it's a matter of which tradeoff the individual prefers.

    I'd suggest adding cvar-ized uniforms for a few other parameters too, such as a time scale, a warp scale, and so forth. It just seems nice to allow players to tune it to their own personal tastes.

    Leave a comment:


  • LordHavoc
    replied
    Originally posted by daniocampo1992 View Post
    Mr. LordHavoc, I think id Software will be happy to hire you in their team..
    For what it's worth I was a contractor on QuakeLive in 2009, ported it to OSX and Linux, my contract ended in November 2009.

    I'm not seeking employment at any company at this time, I've turned down many offers in the industry.

    Leave a comment:


  • DaniOcampo1992
    replied
    Mr. LordHavoc, I think id Software will be happy to hire you in their team..

    Leave a comment:


  • LordHavoc
    replied
    Originally posted by MH View Post
    Don't forget that it's also important to take variable screen sizes into account.
    Don't need a separate texture for weighting, just use the texcoords squished a tiny bit (Quake did this as well, it didn't show quite the full fov when underwater).

    Also keep in mind that I can fix up the shader if it relies on 0-1 texcoords (GL_ARB_texture_non_power_of_two) with an appropriate scaling uniform, so if a shader is made that works properly on 0-1 texcoords I'll do the rest.

    Oh I can also fix up aspect ratio, so don't worry if your shader is written for 16x9 or 16x10 or 4x3 or whatever, I'll fix the scaling.
    Last edited by LordHavoc; 07-04-2011, 09:15 PM.

    Leave a comment:

Working...
X