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"DP Pretty Water" Update
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Wow, nice work
Is it difficult to do a z-buffer uplook in the pretty water fragment shader and use that for changing the diffuse color of the water? It certainly looks nice, but without fog it's always going to look too transparent imo.
Also, having some foam or greasyness texture would make it more swampy looking.
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@xolve
you need to add 'r_water 1' to your autoexec.cfg.
if you didnt add it, add that to your autoexec and the water effect should work.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Thanks splitterface, I missed that part of the readme. I agree with some earlier posters that the reflectivity is a bit much. It there was more convolution happening it'd be alright, but at the moment it looks like there's a door underwater when there's a door above it, which can get confusing.
Otherwise - fantasticThere is no Dana, only Zuul
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welcome xolve, glad i could help
know its easy to overlook such things, lol.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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