Code: |
textures/Water_source/water_clear
{ qer_editorimage textures/water_source/w_c_editor.tga discrete nonsolid water twosided translucent // sort far deform turbulent sinTable 0.0175 (time*0.15) 10 { vertexProgram heatHazeWithMask.vfp vertexParm 0 time * 0.1 , time * 0.5 vertexParm 1 1.5 fragmentProgram heatHazeWithMask.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1.tga fragmentMap 2 textures/water_source/vp_water.tga } { blend blend map textures/water_source/water_clear.tga translate time*.0,time*-.01 alpha 0.5 } } |
Code: |
textures/bb2/outline
{ noselfShadow noShadows unsmoothedTangents forceOverlays backSided nonsolid sort close { blend blend map textures/bb2/outline.tga } } |
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Take a look at this watermaterial. The modder has coded a new glprog witch sloves this problem and generades very nice wave-reflection-deforms. |
Code: |
textures/pbmax/fresnel_water_pixel1
{ qer_EditorImage textures/pbmax/water1_local.tga { mirrorRenderMap 512 512 // size of the texture to draw the mirror view in blend blend alpha 0.0 //100% reflective, 0% transparent translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_pixel.vfp //shader program vertexParm 0 time * 0.070 , time * 0.0 //scroll vertexParm 1 5.00 //magnitude fragmentMap 0 _scratch //the mirror/reflection image fragmentMap 1 textures/pbmax/water1_local.tga //normal map for distortion & "per pixel" fresnel } } textures/pbmax/fresnel_water_pixel2 { qer_EditorImage textures/pbmax/water2_local.tga { mirrorRenderMap 512 512 blend blend alpha 0.0 translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_pixel.vfp vertexParm 0 time * 0.040 , time * 0.0 vertexParm 1 6.00 fragmentMap 0 _scratch fragmentMap 1 textures/pbmax/water2_local.tga } } textures/pbmax/fresnel_water_vertex { qer_EditorImage textures/pbmax/water1_local.tga { mirrorRenderMap 512 512 blend blend alpha 0.0 translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_vertex.vfp vertexParm 0 time * 0.040 , time * 0.0 vertexParm 1 2.00 fragmentMap 0 _scratch fragmentMap 1 textures/pbmax/water1_local.tga } } |
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try making the water volume a func_forcefield and use a target null for the target force and place it 0.125 units from the volumes origin so the player can resist it |
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When it comes to handle reflective surfaces, DooM3 engine sucks at best... |
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If you use Lloyd Markle's water, there is an watermaterial too, just copy and paste PBMAX watershader in Lloyd's shader declaration. Than Lloyds physics, etc should work with PBMAX shader! |
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the forcefield would create a controlled decent like you where sinking |
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the forcefield would create a controlled decent like you where sinking |
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for a slow drag down allgn it the same on x&y but on z move it down 0.125 grid units and this will give a gentle pull down |
Code: |
textures/Water_source/water_clear
{ qer_editorimage textures/water_source/w_c_editor.tga discrete nonsolid water twosided translucent // sort far deform turbulent sinTable 0.0175 (time*0.15) 10 { vertexProgram heatHazeWithMask.vfp vertexParm 0 time * 0.1 , time * 0.5 vertexParm 1 1.5 fragmentProgram heatHazeWithMask.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1.tga fragmentMap 2 textures/water_source/vp_water.tga } { blend blend map textures/water_source/water_clear.tga translate time*.0,time*-.01 alpha 0.5 } } |
Code: |
textures/bb2/outline
{ noselfShadow noShadows unsmoothedTangents forceOverlays backSided nonsolid sort close { blend blend map textures/bb2/outline.tga } } |
Quote: |
Take a look at this watermaterial. The modder has coded a new glprog witch sloves this problem and generades very nice wave-reflection-deforms. |
Code: |
textures/pbmax/fresnel_water_pixel1
{ qer_EditorImage textures/pbmax/water1_local.tga { mirrorRenderMap 512 512 // size of the texture to draw the mirror view in blend blend alpha 0.0 //100% reflective, 0% transparent translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_pixel.vfp //shader program vertexParm 0 time * 0.070 , time * 0.0 //scroll vertexParm 1 5.00 //magnitude fragmentMap 0 _scratch //the mirror/reflection image fragmentMap 1 textures/pbmax/water1_local.tga //normal map for distortion & "per pixel" fresnel } } textures/pbmax/fresnel_water_pixel2 { qer_EditorImage textures/pbmax/water2_local.tga { mirrorRenderMap 512 512 blend blend alpha 0.0 translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_pixel.vfp vertexParm 0 time * 0.040 , time * 0.0 vertexParm 1 6.00 fragmentMap 0 _scratch fragmentMap 1 textures/pbmax/water2_local.tga } } textures/pbmax/fresnel_water_vertex { qer_EditorImage textures/pbmax/water1_local.tga { mirrorRenderMap 512 512 blend blend alpha 0.0 translate 0.5, 0.5 scale 0.5, 0.5 program fresnel_water_vertex.vfp vertexParm 0 time * 0.040 , time * 0.0 vertexParm 1 2.00 fragmentMap 0 _scratch fragmentMap 1 textures/pbmax/water1_local.tga } } |
Quote: |
try making the water volume a func_forcefield and use a target null for the target force and place it 0.125 units from the volumes origin so the player can resist it |
Quote: |
When it comes to handle reflective surfaces, DooM3 engine sucks at best... |
Quote: |
If you use Lloyd Markle's water, there is an watermaterial too, just copy and paste PBMAX watershader in Lloyd's shader declaration. Than Lloyds physics, etc should work with PBMAX shader! |
Quote: |
the forcefield would create a controlled decent like you where sinking |
Quote: |
the forcefield would create a controlled decent like you where sinking |
Quote: |
for a slow drag down allgn it the same on x&y but on z move it down 0.125 grid units and this will give a gentle pull down |