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"DP Pretty Water" Update

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  • CarVio
    replied
    Originally posted by keropi View Post
    ah, thanks for that.... is there a noob tutorial how to vis the maps? I really can't remember a thing about that...

    totally OT, your avatar OoPpEe reminds me of the Phase5 logo , a company that made the best and most revolutionary amiga accelerators LOL

    I used the guide here - it has the tools and the "how-to" step by step. Worked easily for me.

    http://quakeone.com/forums/quake-hel...ing-guide.html

    Leave a comment:


  • keropi
    replied
    ah, thanks for that.... is there a noob tutorial how to vis the maps? I really can't remember a thing about that...

    totally OT, your avatar OoPpEe reminds me of the Phase5 logo , a company that made the best and most revolutionary amiga accelerators LOL

    Leave a comment:


  • LambentHammerBurst
    replied
    A Vis'd map allows things that would otherwise be ignored being rendered in certain cases to be rendered. For example the water on DM3 - the Lightning Gun under the water won't be rendered until you're underwater. So if you apply Seven's water patch without Vis'ing the maps - you will indeed see under water but you won't see any entities. So looking into the water you would see the map area under the water, but the LG you wouldn't (until you went under the water). Vis the map, and you would see it.

    Leave a comment:


  • keropi
    replied
    a noob question:

    VISed map? IIRC I have run in the past a similar tool on DOOM.WAD to fix alignment errors, do we need that for quake maps too? IIRC (again) my .pak files are the original patched ones with the ID patches, never run a tool on them...

    Leave a comment:


  • Seven
    replied
    Hello seanstar,

    sorry to write my feedback so late.
    I was working on my mod without a break.

    Now I tested your water textures intensely and can give you feedback.
    (Even though the feedback may not be positive, please take it as a constructive criticism. It is not offensive in any way.)


    The first thing I did was, exchanging the water textures inside the "DP pretty water" pack with yours (deleted the _norm textures first).
    Then switched the config to "r_water "0" and started DP.
    Result was, that the swirly look that makes "DP pretty water" so nice was gone.
    With "swirly" look I mean the water behaviour, that distorts the entities&textures inside the water when you look into it.
    This feature is lost with "r_water "0"".

    Then I tried to bring back the _norm textures into the pack, to see if that helps:
    But no.
    Out of curiosity (while standing at the water and looking into it),
    I turned "r_water "1" on again.
    The swirly / distorting look was there again.
    But your diffuse textures are of course much to opaque to get the usual intensive effect of "DP pretty water"


    Then I thought... hmmm. The look that you have with "r_water "0" reminds me to the condition BEFORE I used "DP pretty water".
    So I did this next:
    Removed the shader completely, renamed your textures according to regular Quake textures (ex.: #04water1.png) and put them into "ID1/textures" folder.
    That was the classic way to have the water (example in Rygels pack).
    I started DP again and the look was 95% identical to the condition with the shader and "r_water "0".
    (be careful, because the cvar "r_wateralpha" is unlocked now, cause you dont have the shader active)
    The main difference was of course, that the water movement was in circles (because the shader was no longer active).


    So as a summary:
    If you want to avoid the r_water "1" (which is unfortunately necessary for "DP pretty water"), the complete shader is useless as well.
    The only thing, that the shader will do is move the water in one direction infinitely (without the shader, the water will move in cirles).
    The visual will be 95% identical to the "classic" external texture water (like it was in Rygels pack):
    The water has a structure, but the structure only moves along, without any swirl or distortion which is the key feature of "DP pretty water".
    That makes the water looking "dead".

    Maybe there is still another way to simulate these features without the necessity to enable r_water "1".

    Maybe I did something wrong during my testing.
    Please tell me if so, I will then do it again of course.

    Best regards,
    Seven



    @ OoPpEe

    A VISed map is necessary anyway. Doesnt matter if you use a shader for the water, or the "classic" way I described above (with external water-textures only, like in Rygels pack)
    Without VISed maps you will not see much

    Leave a comment:


  • LambentHammerBurst
    replied
    Issue without using r_water 1 is entities will not be visible underwater - unless the map itself is vis'd if I recall correctly.

    Leave a comment:


  • gdiddy62
    replied
    seanstar
    The middle pic interests me the most as it conveys interesting looking water. The other two didn't look as good to my eyes, perhaps the angle of the pic or not seeing it in motion. Will be interested to see your final work.

    Leave a comment:


  • seanstar
    replied
    hi

    im working on water using sevens shader but with r_water set to 0

    here a screens to show how the first version is looking.

    Leave a comment:


  • Hazza
    replied
    Nice- I'd like to have a look at that as soon as I am able...

    Leave a comment:


  • Seven
    replied
    Dear all,

    Bloodbat brought it on the table first (middle/end of december),
    that LordHavoc is working on a deep code change in DarkPlaces,
    and therefore "DP Pretty Water" doesnt work as it should anymore.

    I told him to be patient (using a nice little metaphor)

    Now, guess what:
    EVERYTHING is working fine again !

    Last "working" beta is 20100831beta2.
    Then the newest betas have glitches / issues:
    - 20101118beta1
    - 20101118beta2
    - 20101121beta1

    But the actual autobuild is working excellent again.
    (Always find the actual autobuilds here)

    But as stated before, using autobuilds is risky, cause its just a screenshot of todays work.


    And another thing:
    LordHavoc gave us back our much needed FPS
    I tested 3 maps from each:
    - Quake
    - Mission pack 1
    - Mission pack 2
    The only map with a slight FPS drop in newest autobuild is the Quake "Start" map.
    All other 8 maps have more FPS (autobuild compared to 20100831beta2).

    Thats good news.


    One little negative point is to tell:
    Since Novemberīs beta build, our "DP New Teleport" shader looks different now.

    But, there is always a solution:
    I made a new texture to receive almost the exact same visual with the new DP builds.
    (Compared to "DP New Teleport" shader from older 20100831beta2 build)
    So, there is no need to worry.
    If someone is interested in that new texture, post in the "DP New Teleport" thread please.

    Kind Regards,
    Seven
    Last edited by Seven; 01-11-2011, 02:35 PM.

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  • inkub0
    replied
    seems that in most recent beta builds of DP, Pretty water doesnt work well

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  • Seven
    replied
    Meat-PoPsiclez,

    you dont need it anymore.
    Use mine instead (they are already VISed): here
    Kind Regards,
    Seven

    Leave a comment:


  • LambentHammerBurst
    replied
    Are you running it in the id1 folder? On my other PC had no issues. If it's in the id1 folder run it as administrator.

    Leave a comment:


  • Meat-PoPsiclez
    replied
    anybody have any thoughts on how to run id1vis, or how else to re-vis levels on 64bit windows (win7 ultimate 64). This is officially the first time I've had an application that failed to run under 64bit

    Leave a comment:


  • grave_digga
    replied
    inkub0 try to delete the actual cfg and start dp again and look if the problem is gone. I had the same problem, it was something inside my cfg.

    Leave a comment:

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