How to make underwater areas dark?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
lightmill
Posts: 42
Joined: Sun Nov 27, 2011 11:27 am

How to make underwater areas dark?

Post by lightmill »

Any idea how to achieve realistic looking dark underwater surfaces? Using negative lights is quite awkward and gives bad looking results - I have quite large water area.
[url=http://twitter.com/back2cccp]twit[/url]
[url=http://slapmap.wordpress.com/]blog[/url]
[color=#BFFFBF]¯\_(ツ)_/¯ ----------------------------------------------------------------
[/color]
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: How to make underwater areas dark?

Post by skinmaster »

1. make a texture set for underwater, one which darkens and wets the area look via the texture.
2. add a water pass to the textures used there.. a turb..
hey can i have a copy of the water shader you put on your blog?

Image

Code: Select all

//ripplewater modification from vq3 stuff
textures/gregyptctf3/ripplewater4
{
	qer_editorimage textures/gregyptctf3/ripplewater4.tga
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm water
	cull disable
	qer_trans 0.3
	q3map_globaltexture
	{
		map textures/gregyptctf3/ripplewater4.tga
		blendfunc filter
		tcMod turb 0.1 0.07 0.1 0.01
		tcMod stretch sin 1 0 0 0.1 
		tcGen environment 
	}
	{
		map textures/gregyptctf3/bubbles.tga
		blendfunc add
		tcMod scale 0.3 0.3
	}
	{
		map textures/gregyptctf3/ripplewater4.tga
		blendfunc filter
		tcMod turb 0.3 0.06 0.4 0.02
		tcMod stretch sin 1 0 0 0.1 
	}
}
heres a shader for a say bathtile underwater.. im tweaking it now
Image

Code: Select all

//ripplewater modification from vq3 stuff
textures/gregyptctf3/bath
{
	qer_editorimage textures/gregyptctf3/pooltyl.tga
	{
		map textures/gregyptctf3/pooltyl.tga
	}
	{
		map textures/gregyptctf3/bubbles.tga
		blendfunc add
		rgbGen const ( 0 0 0.501961 )
		tcMod turb 0.3 0.06 0.4 0.02  //really slow motion
		tcMod stretch sin 1 0 0 0.1 
		tcMod scale 1 0.4
	}
}
Image
bubbles.tga is a red version of the main water texture, used in the main water shader to make it bit bloody, i turn the color dark blue in the second shader and the scaling is because of the wide style of the texture used..
i had the same issue as you, when i got under the water surface the area beneath it was lit and had none of the pretty refractions from the light passing through the water...
Last edited by skinmaster on Sat Dec 24, 2011 5:24 pm, edited 3 times in total.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: How to make underwater areas dark?

Post by skinmaster »

[lvlshot]http://www.rave.ca/en/image/original/441257/[/lvlshot]

ps, slick from common is also a wise underwater doubler on the tyl bushes
lightmill
Posts: 42
Joined: Sun Nov 27, 2011 11:27 am

Re: How to make underwater areas dark?

Post by lightmill »

Skinmaster thnx, that's quite clever to use separate textures for underwater geometry :up:

The watershader in my blog is from Darkplaces engine, which is not exactly Q3 (it just runs Q3 bsps)
the engine internaly supports refraction\reflection water with normalmaps. If you need it, I can upload textues and shader, mind you they are not that great :/
[url=http://twitter.com/back2cccp]twit[/url]
[url=http://slapmap.wordpress.com/]blog[/url]
[color=#BFFFBF]¯\_(ツ)_/¯ ----------------------------------------------------------------
[/color]
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: How to make underwater areas dark?

Post by skinmaster »

just paste the shader here in text, thanks :D
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: How to make underwater areas dark?

Post by themuffinman »

You could create a dark fog shader to make underwater areas appear quite dark and have the fog brush roughly the same volume as the water, minus a couple of units from the water surface to avoid zebraing/other issues. You can also tweak the drawing distance or density of the fog as you like. A shader like this should do the trick:

Code: Select all

textures/sfx/waterfog1
{
	qer_editorimage textures/sfx/hellfog.tga
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm fog
	surfaceparm nodrop
	surfaceparm nolightmap
	q3map_globaltexture
	q3map_surfacelight 50
	fogparms ( 0.125 0.28125 0.375 ) 386
}
The values for fogparms are ( red green blue ) distance. I picked a suitable color and got the RGB for it in Paint Shop Pro, then divided the values by 256.
skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Re: How to make underwater areas dark?

Post by skinmaster »

chances are that will darken the "see through" part of standing above the water though
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: How to make underwater areas dark?

Post by obsidian »

You have to be careful how you define shaders in this case. Quake 3 shaders are texture shaders, vs. water surfaces for Dark Places with reflection/refraction are pixel shaders. Two VERY different things.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Post Reply