Water shading

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Water shading

Post by cityy »

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!
www.ferdinandlist.de/leveldesign
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Water shading

Post by cityy »

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]
www.ferdinandlist.de/leveldesign
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Eraser
Posts: 19153
Joined: Fri Dec 01, 2000 8:00 am

Re: Water shading

Post by Eraser »

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.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Water shading

Post by cityy »

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.
www.ferdinandlist.de/leveldesign
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Water shading

Post by cityy »

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
CZghost
Posts: 1924
Joined: Wed Jun 22, 2011 1:45 pm

Re: Water shading

Post by CZghost »

The robot renegade shader manual apparently lists parameters for deformVertexes normal as for deformVertexes wave.
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CZghost
Posts: 1924
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Re: Water shading

Post by CZghost »

But looking to the source code, this is interesting:

Code: Select all

deformVertexes projectionShadow
I would like to know what that thing does.
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Hipshot
Posts: 1531
Joined: Sun Jan 20, 2002 8:00 am

Re: Water shading

Post by Hipshot »

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
LegendGuard
Posts: 119
Joined: Thu Jun 09, 2022 7:35 am

Re: Water shading

Post by LegendGuard »

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
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