Hello webangel,
Thank you for posting your water pack.
After testing it, I must say that the new shader key word dp_waterscroll is a great improvement and it has a big potential.
The water movement is more realistic than every other water I have seen.
No wonder, because this shader key word has been developed just because of this.
The condition you posted is a work in progress condition.
So there is still some tuning to do.
Mainly the textures need an update.
It is a pity that you have no more freetime to work on it...
The thing that I really love in this condition already is the slime !
The slime looks fantastic in this condition already.
It needs really not much to be final.
The other waters need some more structure. Just like the slime has already.
Thank you and Blood Omnicide.
Kind regards,
Seven
(I think I will implement the slime right away in my Quake)
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Donīt have the time to make it better
Please try this alternative "dp_waterscroll" water.
I hope someone likes it.
http://www.sendspace.com/file/lbp654
[ame]http://www.youtube.com/watch?v=b8mZ7FMY7no&feature=related[/ame]
[ame]http://www.youtube.com/watch?v=HYXz_orCmeM&NR=1&feature=endscreen[/ame]



You have to enable your DDS feature with:
"r_texture_dds_load" "1"
Type this into the console or into your config.cfg!!!Last edited by webangel; 02-02-2012, 01:41 PM.
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Hello ATTACUE,
No I dont use pure Rygel or QRP pack. I use a mixture of several sources.
Mostly QRPīs V1.00 textures of course.
(by the way: Rygel used nothing but QRP textures ! He only modified them (brightness/contrast))
I uploaded my Quake folder several months ago. here
Quake engines and mods for Quake content are developed very actively.
Especially DarkPlaces related.
So if you make a compilation today, it will be outdated soon.
Therefore it is hard to keep it uptodate and it costs much time to maintain it.
Other point is: There are so many different variations for each and everything.
Just like for the water for example:
- only High Res texture replacement
- shader driven water (with dp_water)
- shader driven water (with dp_reflect)
- shader driven water (with dp_waterscroll)
- shader driven water (with animMap)
So I highly recommend to build up your own compilation !
Simply browse through the Finished-works subforum, and you will be able to create your own compilation with ease.
Best wishes,
Seven
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I have one question : you used rygel pack or (Quake Retexturing Project) QRP pack?Originally posted by Seven View Post
If you don't used rygel pack
can you publish (upload) your "upgraded" quake with all mods?
P.S. sorry for my bad english and for offtop
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Send me a message when you will upload this water)
Ok?
Sorri for my offtop
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Also, if you didn't add the r_water code into your autoexec, typing it in the console will add the code to DP's config as well
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welcome xolve, glad i could help
know its easy to overlook such things, lol
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Thanks splitterface, I missed that part of the readme. I agree with some earlier posters that the reflectivity is a bit much. It there was more convolution happening it'd be alright, but at the moment it looks like there's a door underwater when there's a door above it, which can get confusing.
Otherwise - fantastic
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@xolve
you need to add 'r_water 1' to your autoexec.cfg.
if you didnt add it, add that to your autoexec and the water effect should work
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What do you actually need to get the ripple'd surface look in this pack?
I have Vis'd maps (pak2), what else?
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Yeah, original Quake water was pretty brown and dirty (OK, that was mostly because it wasn't transparent back then, anyway). Maybe it shouldn't look like water you actually would like to drink. Same goes for slime surfaces, btw.
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