solarsplace@Posted: Wed Apr 07, 2010 2:39 pm :
Edit: Looks like this is a known issue. Cannot believe I did not find this yesterday when extensively searching: viewtopic.php?f=57&t=9017&hilit=mirrorrendermap

Hi

Not 100% sure this is the correct forum for this post? - however it is highly related to material shaders so here we are.

Anyway, this is to do with the reflective water tutorial found on the great Mod Wiki (http://www.modwiki.net/wiki/How_to_add_water)

There seems to be an issue where the players own reflection is distorted out of proportion as the player enters deep water. Was just wondering if anyone has come across this issue before and has any ideas if there is any way to prevent this phenomenon. Wonder if it is possible to sidestep the issue by excluding the player & weapon model fro the reflection?

Or is the only solution to prevent the player submersing into reflective water?

Please screen shot of the problem: http://i872.photobucket.com/albums/ab28 ... medium.jpg

Here are the exact material shaders in use. Credits to the Mod Wiki & to After The War (map) viewtopic.php?t=10469

Thanks all.

Code:
textures/watersounds/water/inolen_water_flat
{
   // Bumpmap by: inolen/idiom

   qer_editorimage   textures/watersounds/water/water_general_ed.tga

   translucent
   noshadows
   twosided
   water
   forceOverlays

   {
      program      heatHaze.vfp
      vertexParm   0   time * 0.1 , time * 0.1 //scroll
      vertexParm   1   0.5 //magnitude
      fragmentMap   0    _currentRender
      fragmentMap   1   textures/watersounds/water/water_rough_local.tga
   }
}

textures/watersounds/water/inolen_water_mirror
{
   qer_editorimage   textures/glass/glass1
   water
   translucent
   noshadows

   nonsolid // solarsplace
   
   {
      blend   blend
      mirrorRenderMap   512   256

      translate   0.5, 0.5
      scale      0.5, 0.5

      program   fresnel.vfp
      vertexParm   0   .0200593122
      fragmentMap   0   _scratch
   }
}



solarsplace@Posted: Wed Apr 07, 2010 2:39 pm :
Edit: Looks like this is a known issue. Cannot believe I did not find this yesterday when extensively searching: viewtopic.php?f=57&t=9017&hilit=mirrorrendermap

Hi

Not 100% sure this is the correct forum for this post? - however it is highly related to material shaders so here we are.

Anyway, this is to do with the reflective water tutorial found on the great Mod Wiki (http://www.modwiki.net/wiki/How_to_add_water)

There seems to be an issue where the players own reflection is distorted out of proportion as the player enters deep water. Was just wondering if anyone has come across this issue before and has any ideas if there is any way to prevent this phenomenon. Wonder if it is possible to sidestep the issue by excluding the player & weapon model fro the reflection?

Or is the only solution to prevent the player submersing into reflective water?

Please screen shot of the problem: http://i872.photobucket.com/albums/ab28 ... medium.jpg

Here are the exact material shaders in use. Credits to the Mod Wiki & to After The War (map) viewtopic.php?t=10469

Thanks all.

Code:
textures/watersounds/water/inolen_water_flat
{
   // Bumpmap by: inolen/idiom

   qer_editorimage   textures/watersounds/water/water_general_ed.tga

   translucent
   noshadows
   twosided
   water
   forceOverlays

   {
      program      heatHaze.vfp
      vertexParm   0   time * 0.1 , time * 0.1 //scroll
      vertexParm   1   0.5 //magnitude
      fragmentMap   0    _currentRender
      fragmentMap   1   textures/watersounds/water/water_rough_local.tga
   }
}

textures/watersounds/water/inolen_water_mirror
{
   qer_editorimage   textures/glass/glass1
   water
   translucent
   noshadows

   nonsolid // solarsplace
   
   {
      blend   blend
      mirrorRenderMap   512   256

      translate   0.5, 0.5
      scale      0.5, 0.5

      program   fresnel.vfp
      vertexParm   0   .0200593122
      fragmentMap   0   _scratch
   }
}