Was curious how feasable a new project like this would be, along the lines of the "Pretty Water" and variants for DP?
Would shaders also make interesting effects in the skyboxes? I am guessing it means , in the example of the ID maps, the skies would have to be recompiled to be non-solid as the water first off...(something ID never did, but some people on this site have done). Then, I guess vis'd in the same way the water was for Pretty water, so that things can be seen on the other side.
Reflections would be most likely not needed, but being able to see through the skybox, prehaps up to a certain depth, would make for some other enhancements, such as perhaps bening able to see rain or snow particles that have their max corner position inside the skybox at some point.....or if one were to code in a "sun" (see link to screenshot of a test) .... the sun could be positioned now so that EF_NODEPTHTEST would most likely not be needed for the ent to be visible...perhaps the new map vis would now permit this.
This shot below, I used sprites.....
Argonaut Dawn
Would shaders also make interesting effects in the skyboxes? I am guessing it means , in the example of the ID maps, the skies would have to be recompiled to be non-solid as the water first off...(something ID never did, but some people on this site have done). Then, I guess vis'd in the same way the water was for Pretty water, so that things can be seen on the other side.
Reflections would be most likely not needed, but being able to see through the skybox, prehaps up to a certain depth, would make for some other enhancements, such as perhaps bening able to see rain or snow particles that have their max corner position inside the skybox at some point.....or if one were to code in a "sun" (see link to screenshot of a test) .... the sun could be positioned now so that EF_NODEPTHTEST would most likely not be needed for the ent to be visible...perhaps the new map vis would now permit this.
This shot below, I used sprites.....
Argonaut Dawn
Comment