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Author Topic: More colorful liquids  (Read 6249 times)
fromhell
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« on: May 15, 2014, 10:22:27 PM »

I realized we don't actually have a varied palette of liquids, just the Q3 stand-ins of clear water and that aqua colored water.  This seems inadequate.

Same goes for lava, we only have a red voronoi and a red gimplava texture.


Slime might be the worst of all.  I'd have to make different variances of goop in many different colors than just green.


And the liquids might need to act as a lightfilter too for any bouncing light so there's radiosity.   Exceptions to lava which is glowing of course.
« Last Edit: May 15, 2014, 10:26:52 PM by fromhell » Logged

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« Reply #1 on: May 16, 2014, 12:49:42 AM »

Sounds good!  Smiley

Side note to everybody, while creating "water" shaders: don't forget "surfaceparm nomarks" parameter... Some of the current water shaders do not include it, with the result of burning marks appearing on water surface (for some reason, this happens only where the water is not deeper than x units... only in shallow water). If you wanna do some tests, the change does not need map recompiling to be effective.
I don't know if this also applies to lava and slime or not...
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fromhell
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« Reply #2 on: May 16, 2014, 10:48:52 PM »

WIP of some of these. 
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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« Reply #3 on: May 17, 2014, 01:46:08 AM »

Good!

Will they include also glsl versions?
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fromhell
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« Reply #4 on: June 05, 2014, 07:07:07 PM »

No because I have no generic refractive water shader written.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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