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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > Water and slime shader Search Forums

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Unread 11-26-2011, 02:20 AM   #1 (permalink)
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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 at 03:48 PM..
Unread 11-26-2011, 03:31 AM   #2 (permalink)
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Hello Moon[Drunk],

Thank you for your new idea and inspiration.

I tested your V0.1 release and want to give you some feedback:
You use a animMap shader with 8 different textures.
The water is a little too "anxiously"/"hectic" in my personal opinion.
You can make it more "calm"/"natural" by increasing it to 16 textures (that is the max.),
which have only a slight difference compared to their previous position.
Also adjusting the animap frequence a little, so that it gets more "calm"/"smooth".

I am sorry for the maybe incorrect words I used. Its hard to express it in english.


I agree with you, that the existing water replacement shaders do move constantly in one direction, which is not the original condition of Quake water.
But there is light at the end of the tunnel:
Webangel found a "new" shader key word (developed 1 year ago):
dp_waterscroll <scale> <speed>
That does in principle exactly the same that your water shader does:
The water animates according to your key values but does not move.
She is still working on it, cause there are some issues to solve.

Thank you again Moon[Drunk] !

Regards,
Seven
Unread 11-26-2011, 04:39 AM   #3 (permalink)
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Thanks for your feedback Seven!
I always thought that the maximum was 8 frames for animMap? Was it increased to 16 recently or did I misread the specification somehow?

Did the animation sequence seem to stop for a short time each round for you or did it seem "smooth"? For me it halts briefly each round but that might be caused by my poor fps!
Unread 11-26-2011, 04:52 AM   #4 (permalink)
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Looks not bad on the pictures but like seven mentioned also it looks a little bit to troubled to me. Mostly in Quake the water is in indoor sections but this looks more like outdoor water that gets some wind...and again sorry also for my bad english.
Unread 11-26-2011, 05:09 AM   #5 (permalink)
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Hello Moon[Drunk],

I am not sure at the moment what the documentation says,
but I use a animap shader on this model with 16 textures:


Otherwise it would never have been smooth.
So, yes the texture quantity can be higher than 8.


Regarding the "hick up":
Most important to get a seamless fluent look is to be careful that all textures are only slightly different than the next in line.
This is most important for the last and the first texture too.
So the player will never know when the "loop" starts over again.

The adjustment of the textures is a very time consuming process.
But in the end the visual will be perfect and smooth.

For me it halts briefly each round...
Yes, for me too but only very briefly (see description above)
Unread 11-26-2011, 05:56 AM   #6 (permalink)
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I can verify what Seven said. It looks too hectic and busy Moondrunk. Calm it down and it will be a good shader!
I too get the halting.
Great experiment!!

Regards
Unread 11-26-2011, 07:44 AM   #7 (permalink)
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hi


its nice to see someone else working on water textures.


i can see your using my dp_relfect shader idea with white alpha channels.


this is strange to me becuase you didnt make a comment in my thread about it


anyways your animmap is so fast...this maybe needs to be slowed down.



the animationmap is 8 this should be around 2 or one but then it stutters.


with small changes in position it could be smooth.



i think the base textures should have color but then you need more sets.


edit///////////


ive been thinking you have a good idea with this


and how to animate my current water textures so i decided to try


fade between two texures and the result was not bad.



how are the doe textures coming moon? im waiting for them.



regards


Sean


Last edited by seanstar; 11-26-2011 at 03:01 PM..
Unread 11-27-2011, 04:09 PM   #8 (permalink)
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New version (v0.2) released, see bottom of first post for download link!
Suggestions for improvement always welcome



Unread 11-28-2011, 12:41 PM   #9 (permalink)
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Hello Moon[Drunk],

Thank you for V0.2.
This version is regarding the motion much better.
But more about that later...

First I want to write about a general issue I have:
Your screenshots look totally different to my in-game visual.
I tried to find out what it is, but without success.
- I tried to enable/disable RT world
- I tried with a fresh config (no modifications)
But the water is always very milky for me.
Maybe it is the DP build that I use...

With my config.cfg:


With my config.cfg (but RT world off):


With fresh config.cfg:



OK, but now regarding the motion:
It is much smoother now.
I had an idea while watching into your water:
Why not let it slowly move in circles just like the original Quake water ?
I added only this shader key word just before your animap line:
tcMod turb 1 0.3 0.5 0.11
That is almost exactly the motion of original Quake.
Maybe you like it.

Best wishes,
Seven

Last edited by Seven; 11-28-2011 at 12:47 PM.. Reason: added one more screenshot
Unread 11-28-2011, 04:12 PM   #10 (permalink)
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@Seven:
The reason for the "milkiness" is maybe because I cranked up the contrast the other day but also because I really had a hard time getting the diffuse textures to look acceptable on my new/current set-up! I will lower the contrast to more normal levels and see what happens.
I'm also on an 'old' dp version from June 25 so maybe I need to update the client as well?

Adding the turb thing to the shader did not do much for me though, sorry.
What I could see it added a sort of back and forth movement which I'm not that fond of.

@seanstar regarding the doe textures:
Sorry no progress atm mostly due to new family members
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