DP_water_1.22 ( normal map: seanstar, textures: Urre and Zombie )
I liked the muddy look and subtle distortions of Seven's pretty water 0.51. I've tried to improve on it while preserving these characteristics.
New dp_water shaders that came after it look too clear and unnaturally distorted to me.
There is also 'lite' refract only water, that can be a good tradeoff for prople whose hardware can't handle dp_water.
***
[some old arguments...]
I am not pretending I've accomplished something here, there is so much you can do with few variables dp_water offers. So don't expect anything ground breaking.
The truth is, there is no more to making it, than it is to designing a single particle effect, bragging too much about it is silly, please give me a brake.
Credits go to Zombie and Urre who created textures and LH for implementing dp_water in darkplaces.
@Seanstar
While in version with your normal refraction looks a bit more natural to me, it looks ok with this one using Urre and Zombie normal as well.
You've wrote both in your readme and in your thread that you've 'added' this normal. I've thought that choice of a word was not incidental and you've indeed 'added' it and not 'made' it. It was just misunderstanding, there is nothing more to it. I had wrote in the readme that normal came from you. Why people always assume ill intentions all the time here ? But since you've abandoned this normal already ( such wide ripples doesn't look good with water scroll you're using now ) why not allow it to be used somewhere else ? Ech...
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Hi
@smith
using the norm i made and then saying that i found it in your read me is lame.
i think your water only has depth/looks good because of my norm alpha layer that i painted on it...why not use the zombie and urre norm in your future releases.
and please don't include any of my content in your uploads.
Sean
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Originally posted by Seven View PostHello Mindf!3ldzX,
First of all, Thank you for giving DP one last chance.
I know how much this means for you...
You are referring to webangels pack. This is not linked on the OP (yet).
Webangels loves the .dds format. That is why she uses it in almost all her releases.
This format needs an additional cvar (just like you said), and this gives many users issues.
She usualy mentiones it in her posts/readmes.
This time she seemed to forget it. I do not know.
If she uses standard texture formats in the future, nobody will ever have this issue again.
But this is of course not my decision.
Kind regards,
Seven
beta QRP pk3's and a r_glsl disabled DP build was 99% of my problems.
Seven I had suggested a DarkPlaces mod manager , like Nexus Mod Manager.
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Hello Mindf!3ldzX,
First of all, Thank you for giving DP one last chance.
I know how much this means for you...
You are referring to webangels pack. This is not linked on the OP (yet).
Webangels loves the .dds format. That is why she uses it in almost all her releases.
This format needs an additional cvar (just like you said), and this gives many users issues.
She usualy mentiones it in her posts/readmes.
This time she seemed to forget it. I do not know.
If she uses standard texture formats in the future, nobody will ever have this issue again.
But this is of course not my decision.
Kind regards,
SevenLast edited by Seven; 04-30-2012, 05:08 PM.
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Seven, could you add a note to the OP about r_texture_dds_load 1, setting up pretty water required this function but I couldn't find mention of it in the instructionals or readme.
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@webangel
I have checked out your latest water shaders, those look really great. I agree with Seven, the surface distortions could be less so you see more what's going on underwater. The direction you might be aiming at might be the Half-Life 2 water.
OK, it's probably not possible to make it look anything like that, but at least it could be a bit "calmer". If you find a way to achieve that, combined maybe with a little dirtier (but not darker) surface, it should be most interesting.
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Thank you
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@Seanster
I have no idea what shaders are available as I'm very new to quake texture modding, just started 4 days ago. Can you probably just tell me what's your choice of water shaders?
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Hello turtlevan,
If you have visual issues with shader driven DarkPlaces water, there are basically these possibilities:
1.) You dont use VIS´ed maps
2.) You did not set the cvar "r_water" to "1"
3.) Your config has/use "strange" light settings
Please find example posts with problem + solving here:
to 1.) VIS´ed map pack available in 1st post of this thread
to 2.) click
to 3.) click
Disco Rockstar (you surely know him turtlevan) once asked for a "special version" of the DP pretty water. He made fantastic Quake movies (just like you) and therefore needed a water with high transparency, little distortion and a cool reflection visual for his vids.
You will find it here (screenshot here)
Be sure to also try out Moon[Drunk]´s water, which has/uses a fresh idea !
here
Good luck,
Seven
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Seven, any idea why the water shows the sky texture from above looking down into the water and then if im in the water looking out, the shader is working and reflect/refract opaqueness. It's like the water is upside down
help?
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Hi
@nightfright
its actually pretty good...I only turned off rt world shadows and rt dlights, I have everything else enabled
with rt shadows, offsetmapping and r_water 1.
timedemo1 I get 45fps...this is down from my old res of 1080p getting like 70fps in timedemo1 with rt_world shadows on.
I think this engine could use multithreading, for even more performance.
@lucky88shp
maybe check the combination of shaders you're running...when I use the r_water teleports for example, it
grinds down my fps...also if you have rain and multiple other effects running it will also slow down even more.
regards,
Sean
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Sweet geez, 5670x1080... how can you maintain a playable framerate with that res? o.O
@lucky:
Framerate all depends on the shader which is used. If you are willing to sacrifice some visual quality, it can be much better. However, usually it's not that bad for me. The real FPS killer is if you choose to activate reliefmapping...
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