I was messing around with water shading this weekend and documented it here: https://www.ferdinandlist.de/blog/idtec ... r_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!
Water shading
Water shading
www.ferdinandlist.de/leveldesign
Re: Water shading
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)
[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/tesselation.jpg[/lvlshot]
[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/result_mesh_turb.jpg[/lvlshot]
[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/tesselation.jpg[/lvlshot]
[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/result_mesh_turb.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
Re: Water shading
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.
Re: Water shading
Heyo, alive and kicking, trying at least.Eraser wrote:Oi, cityy! You're still alive!
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.Eraser wrote:It's pretty amazing that 20+ years later, people are still finding ways to make the game prettier.
I'm hoping to make more samples like this one in the future.
www.ferdinandlist.de/leveldesign
Re: Water shading
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/
www.ferdinandlist.de/leveldesign
Re: Water shading
The robot renegade shader manual apparently lists parameters for deformVertexes normal as for deformVertexes wave.
Re: Water shading
But looking to the source code, this is interesting:
I would like to know what that thing does.
Code: Select all
deformVertexes projectionShadow
Re: Water shading
Try making the water less transparent and a closer fade to the edge?
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
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
- LegendGuard
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- Joined: Thu Jun 09, 2022 7:35 am
Re: Water shading
I remember trying to put a video to the water shader. But only works with that engine (ZEQ2-Lite last SVN revision):
https://zeq2.com/lite/forums/viewtopic.php?t=7925
https://zeq2.com/lite/forums/viewtopic.php?t=7925