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Topic Starter Topic: Water shading

surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 07-24-2022 04:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


I was messing around with water shading this weekend and documented it here: https://www.ferdinandlist.de/blog/idtech3_water_shading/
I was mostly reproducing existing knowledge but maybe it is useful for someone!

If anyone has any additional tips and tricks around water and fog, please shoot!



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 07-29-2022 12:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


I updated the post to try some tips I got from quBit regarding envmaps on tesselated deformed meshes. Find the things at the bottom of the post! (videos included)




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 07-29-2022 01:33 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oi, cityy! You're still alive! Nice work on the water shading. It's pretty amazing that 20+ years later, people are still finding ways to make the game prettier.




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 07-29-2022 02:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Oi, cityy! You're still alive!


Heyo, alive and kicking, trying at least.

Eraser wrote:
It's pretty amazing that 20+ years later, people are still finding ways to make the game prettier.


Not to leave a wrong impression here, this post merely collects existing knowledge. I know Hipshot has been blending water for ages. quBit's idea to put stuff on a mesh.

I'm hoping to make more samples like this one in the future.



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 07-31-2022 09:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


I fixed a shader warning in Quake 3 related to deformVertexes normal that would cause shaders appear like they were missing. Wrote a small note about it here: https://www.ferdinandlist.de/blog/idtec ... es_normal/



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 07-31-2022 10:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


The robot renegade shader manual apparently lists parameters for deformVertexes normal as for deformVertexes wave.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 07-31-2022 10:36 PM           Profile   Send private message  E-mail  Edit post Reply with quote


But looking to the source code, this is interesting:
Code:
deformVertexes projectionShadow


I would like to know what that thing does.



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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 08-05-2022 02:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


Try making the water less transparent and a closer fade to the edge?



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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