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