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  • Originally posted by _Smith_ View Post
    You can't get rid of these artefacts on the edges.
    Distorted reflections on the edges reflect stuff from the other side of the level geometry, there is usually nothing but a skybox to reflect.
    Not a very technical explanation. Someone, who unlike me, actually understand how it works, could explain it better.
    This is why every renderer nowadays fades out the edges of water.
    Should be able to do that with a shader, afaik.

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    • just a idea...

      While experimenting with the Misson Pack 2 Waterfall I had a idea...
      Why not try to combine Pretty Water with Moon[Drunk]s idea to use animMap shader?

      [ame=http://www.youtube.com/watch?v=RoeoTVx47tg]Water Test - YouTube[/ame]

      Please watch this in HD.
      Last edited by webangel; 01-14-2013, 05:30 AM.

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      • Interesting effect and the edges are good.

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        • looks nice webangel

          perhaps try making the lines on the texture be a bit more transparent though?

          except for that, it looks great, and its a good idea to combine these two
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

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          • I like it... I like it ALOT! I do not think more transparency is needed at all from the video, as I've always thought DP pretty water was too clear, jus' mho.

            Nice job webangel
            Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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            • Looks good (great work), but I agree with Splitterface. With more transparency, will be less "plastic" in my opinion.
              Sorry if my english isn't clear, is not my native languaje.

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              • Looks really good webangel!
                As someone else pointed out it would be interesting to see how it looks with more transparency on the white animap lines?
                – Moon[Drunk]'s Quake Graphics
                – Quake Revitalization/Retexturing Project

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                • Thanks to every answer. Thank you Moon[Drunk]!
                  I know I have to do much of work for this.
                  But I like the result very much. Your Idea was great!

                  Sorry for OT Seven.
                  Last edited by webangel; 01-16-2013, 12:51 PM.

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                  • This reminded me to upload some animated liquid textures ...
                    Animated Sprites and Textures | OpenGameArt.org

                    feel free to use... there's a pretty decent liquid goop one.

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                    • Somehow I didnt see your post before...

                      That is really looking more than interesting webangel !
                      You have very good ideas and combining things.
                      Be sure to release it once you feel to.
                      And dont talk about OT, when it is the same topic.

                      Hau rein.

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                      • Has anyone tested Webangel's shaders with most recent DP build? I am using the 2012-12-22 release (64-bit), and unfortunately neither WA's first nor second release works properly.

                        While the first one is more or less completely unusable, producing flickering surface textures (at least in some cases such as the E1M1 water pool in the outside area with the bridge), the second one focusses on screwing up slime (it's only a black surface, not transparent at all).

                        Can anyone confirm this?
                        Authentic Models Pack
                        OriOn's ID1 Model Fixes for MP1+2
                        LIT/VIS files for Quake addons

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                        • Originally posted by NightFright View Post
                          Has anyone tested Webangel's shaders with most recent DP build? I am using the 2012-12-22 release (64-bit), and unfortunately neither WA's first nor second release works properly.

                          While the first one is more or less completely unusable, producing flickering surface textures (at least in some cases such as the E1M1 water pool in the outside area with the bridge), the second one focusses on screwing up slime (it's only a black surface, not transparent at all).

                          Can anyone confirm this?
                          Hello and sorry NightFright,
                          I am playing with the exact same DP version (22_12_2012) but I can´t confirm this

                          Did you enable DDS?

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                          • I guess so, I have these lines in my autoexec.cfg:

                            gl_picmip "0"
                            gl_texturecompression "1"
                            r_glsl "1"
                            r_glsl_offsetmapping "1"
                            r_glsl_offsetmapping_scale "0.05"
                            r_glsl_offsetmapping_reliefmapping "0"
                            r_shadow_shadowmapping "1"
                            r_texture_dds_load "1"
                            r_water "1"
                            r_water_resolutionmultiplier "0.4"
                            scr_printspeed "15"

                            The animated textures which are also in DDS format seem to work fine without any problem. Seven's v0.55 shader works as intended as well, it seems. I thought that LH changed something in the shader behavior again maybe, but if you say it works for you, something else must be causing this glitch.
                            Authentic Models Pack
                            OriOn's ID1 Model Fixes for MP1+2
                            LIT/VIS files for Quake addons

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                            • Originally posted by NightFright View Post
                              I guess so, I have this line in my autoexec.cfg:

                              r_texture_dds_load "1"

                              The animated textures which are also in DDS format seem to work fine without any problem. Seven's v0.55 shader works as intended as well, it seems. I thought that LH changed something in the shader behavior again maybe, but if you say it works for you, something else must be causing this glitch.
                              Yes, as I sayed I´m using the same DP Version.
                              I have no clue at the moment - Sorry! Please let me think about this....

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                              • What is the advantage of using DDS textures for water and model skins?

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