Thread has been moved to "Finished Works" subforum,
cause there is nothing more that can be done/added to the mod at the moment.
Always find the latest Update at the end of this post.
jakub1 brought it on the table, and I wanted to follow his idea.
Now that we gained some experience from "DP Pretty Water
" and "DP New teleport
learned a lot about shaders, its time to start working on this last moving thing in Quake
So I started this Work-In-Progress thread to be able to discuss it here.
Hopefully jakub1 will join the discussion and brings his experience with him
1.) Lava is not comparable with water. It is not transparent.
2.) Lava should glow. It is unbelievable hot and must therefore "shine".
3.) Lava should NOT move straight; most suitable with different speed/accelaration in curvy ways.
4.) It should have a big difference in height = use a huge normal to express the enclosed stones and magma.
With all these ideas I created a first interpretation for you to test.
(simply throw the pk3 in your ID1 folder as usual)
Best viewed in maps:
I added some screenies, which can absolutely not express
the dynamic effect.
It must be seen in game (use above mentioned maps).
Please tell us your thoughts and additional ideas. We need your feedback.
Thank you very much.
I implemented your different suggestions:
- slightly bigger texture scale
- around 50% slower lava movement
But the main reason why I released V0.2:
I found a way to use the lava shader with almost no
Due to the fact, that Lava is NOT transparent, I deactivated the variable "dpwater" inside the shader.
So now you have almost no FPS drop. The visual effect stays exactly the same.
A shader modification was necessary due to usage of new Lava haze effect of the "small mod compilation"
. In previous V0.2 the "blendfunc" command prevented the nice visual haze effect.
Please download V0.3:
Previous version V0.2: