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  • Moon[Drunk]
    started a topic Water and slime shader

    Water and slime shader

    Here's an alternative to 'dp pretty water' which I would like to get some feedback on. The thing I like most about it is that it does not move constantly in one direction as most other water shaders do.

    But as I'm currently on a low end laptop I really can not see if it works or not, so besides your general comments I would also like to know if it is heavy on your graphics card and if the animation is smooth enough?

    The pk3 includes shaders for all water and slime textures in Quake. All shaders use the same set of textures with only variations of dp_reflect to give a little specific colour tint to each texture.

    If someone wants to improve it, it would be welcome as I'm low on "quake time" atm.

    Version 0.2 screenshots:




    Download: DP_animated_water_Moon[Drunk]_v0.3.pk3
    Last edited by Moon[Drunk]; 12-07-2011, 03:48 PM.

  • bluntz
    replied
    Originally posted by lucky88shp View Post
    Where can I find Seanster's water mod?
    You can Find it on Mod DB see here,
    http://quakeone.com/forums/quake-mod...mbie-urre.html
    Sean always puts an emphasis on performance so make sure you grab it.

    I dont know what I did to this shader but now all my water is inky black DOH!
    Sorry Moon I think I totaled your ride.....
    Last edited by bluntz; 05-10-2012, 01:26 PM.

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  • bluntz
    replied
    Actually Web Angel is working on Direct Draw so that's likely be the fastest.
    Web is doing HD liquids.
    Not sure where Sean has got his stashed.
    But make sure you grab Moon's pak for sure as this kind of thing does not happen every day and MD has had some fantastic work released over the years. MD is one of my favorites,and undoubtedly will be High Def when he finishes with it.
    Last edited by bluntz; 05-07-2012, 10:03 PM.

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  • lucky88shp
    replied
    Originally posted by bluntz View Post
    @lucky yes this does affect performance. Seanstars water is the best if you are looking for performance. I think ymmv
    Where can I find Seanster's water mod?

    Leave a comment:


  • bluntz
    replied
    @lucky yes this does affect performance. Seanstars water is the best if you are looking for performance. I think ymmv
    I am using customised textures (more transparencey added and reshaded in Gimp)
    If you want these transparent effects you need to first make sure your maps are vised,if you dont know wtf that is, seven has posted a link to a pak with them already done.The next thing you need is a compatible engine build.Read up on his posts and follow his advice,Good luck.
    @Prime
    Lighting fog and saturation all have an effect as well as the background textures.
    By itself this set is kind of coke bottle blue and light aqua/marine.
    The acid is quite a bit Greener and glows.
    Last edited by bluntz; 05-06-2012, 11:25 PM.

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  • PRIMEVAL
    replied
    Really like this! It's a lot easier on the framerate than Pretty Water. If only I can distinguish the clean water, the dirty water, and the slime from each other But no hurry! This is really good!

    Leave a comment:


  • lucky88shp
    replied
    @bluntz
    Can you tell me how to modify the water like yours? And before that, just wanna know, does it affect performance?

    Leave a comment:


  • bluntz
    replied
    I have had some luck with this,it seems like a very fine line between getting the texture transparent enough to see through without being overpowered by the lighting and background textures.
    I wanted clear water in the shallows and deep blue in the rest.
    Took a while but worked out quite nice.When you are close to the water and it is shallow it is almost clear.However it still is transparent enough to take coloring from lighting and fog.
    Thank you all for your help!
    Last edited by bluntz; 05-07-2012, 10:08 PM.

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  • Trinca
    replied
    Your English is good Seven

    I got it, working perfect know!

    My Portuguese is also better

    thanks again

    Leave a comment:


  • Seven
    replied
    Hello Trinca,

    My english is bad. Maybe you misunderstood my words.
    I meant:
    You cannot change the transparency of the water via DarkPlaces "options menu", if you use Moon[Drunk]īs .pk3
    Because the water is "shader"-controlled via the .pk3.
    The shader value setting + Moon[Drunk]īs textures declare/set the transparency.

    You can only modify the values (alpha) in the dp_reflect shader itself or modify the texture in picture editor if you want to change it.


    Now that I see your screenshot, it almost seems that you dont activate the important cvar:
    r_water "1"

    r_water is needed to use the shader. Otherwise the visual is wrong.

    Sorry for my english.
    Seven

    Leave a comment:


  • Trinca
    replied
    thanks seven but even when I change the effects in DP i keep seeing same way :\

    http://www.quaketastic.com/upload/fi.../qdq000003.jpg

    Leave a comment:


  • xolve
    replied
    Originally posted by Moon[Drunk] View Post
    I've only focused on getting the water textures to look good atm. The slime shader is only there as a bonus and I can agree that it needs to be more dangerous looking than it is now and it will!
    All good-
    what's the name of the slime-specific texture, so I can swap them in/out if I want to?

    btw - slime looks a bit better in this release, main problem is it's still the same colour, pretty much, as the water - too difficult to tell them apart.

    My water also looks nothing like the screenshots, but it's interesting-
    Thanks,
    Matt

    [EDIT: just tested, realised the old textures don't work right without the specific shader anyway]
    Last edited by xolve; 12-07-2011, 10:25 PM.

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  • Seven
    replied
    Hello Trinca

    You cannot change the transpareny of the water, when you use a shader for it.
    The shader itself and the texture sets the transparency.
    Normaly you would change it via "effect options" (in DarkPlaces).


    Hello Moon[Drunk],

    Thank you for your version 0.3 !
    Let me tell you this at the beginning: The animation is now as good as perfect !
    Really a huge difference to V0.1.
    It looks really good !

    Now the problem is the shader itself:
    You use the dp_reflect shader together with your handmade texture.
    It is almost impossible to look into the water (I guess that is why Trinca asked for making the water more invisible). You see 95% the reflection of the things above it.

    The last thing is the pattern or color of the water.
    It has almost none and its quite dark.
    The animation pattern is very nice visable, but the water itself is a bit out of texture.
    But maybe this is your intention (i guess), so it is of course absolutely right.
    Just wanted to mention it.

    Your animap idea has proven good. The dp_reflect shader adaption (maybe in combination with the texture) is the last missing piece in my opinion.

    Thank you,
    Seven
    Last edited by Seven; 12-07-2011, 04:44 PM.

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  • Trinca
    replied
    what is the command to make invisible the water? :\

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  • Moon[Drunk]
    replied
    New version (0.3) found in first post!
    Changes:
    • darker, i.e., it is not so milky any more (hopefully?)
    • maybe more, can not remember as I changed it some days ago


    Originally posted by xolve View Post
    Just a quick note
    - I get only slightly transperant pearlescent slime on mine, which doesn't convey "this will hurt you" to me-
    and looks a little weird as the lights around it are still green
    I've only focused on getting the water textures to look good atm. The slime shader is only there as a bonus and I can agree that it needs to be more dangerous looking than it is now and it will!

    Leave a comment:

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