Realistic canal water: Difference between revisions
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* Bumpmap - this provides sudo micro-waves to the surface of the water. | * Bumpmap - this provides sudo micro-waves to the surface of the water. | ||
* Specularmap - this provides the reflections on the waves from nearby sources of light. | * Specularmap - this provides the reflections on the waves from nearby sources of light. | ||
* Deform/heathaze - this copied from the stock water texture(water_coloured) to provide the darkness to the surface of the water at night time. | * Deform/heathaze - this was copied from the stock water texture (water_coloured) to provide the darkness to the surface of the water at night time. | ||
<pre> | <pre> |
Latest revision as of 21:20, 23 March 2023
written by bikerdude
Summary
I created this water for Seeking Lady Leicester because up until then, The Darkmod didn’t have water that looked like it should at night. So what we have is as close as I could get to faking moving water reflections that reacted to nearby light sources.
Coloured, Murky, Reflective Canal Water
In a nutshell all the water is comprised of is a standard guis\underwater\underwater_blue_thinmurk.gui for underwater and a custom shader for the surface. I choose the custom shader, because every other method of using patches on the surface of the water never got close enough to the result I was after.
Custom water texture
What we have is 3 stages -
- Bumpmap - this provides sudo micro-waves to the surface of the water.
- Specularmap - this provides the reflections on the waves from nearby sources of light.
- Deform/heathaze - this was copied from the stock water texture (water_coloured) to provide the darkness to the surface of the water at night time.
textures/water_source/water_dark_murk { qer_editorimage textures/water_source/water_dark_ed discrete nonsolid water twosided translucent description "dark, semi-transparent clear water with normalmap" { blend bumpmap map textures/water_source/water_green_local translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)] scale 1,1 } { blend specularmap map _white translate 0.025 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)] scale 1,1 rgb 1.0 } deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10 { vertexProgram HeatHazeWithMaskAndDepth.vfp vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5) vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5)) fragmentProgram HeatHazeWithMaskAndDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/water_source/vp_water fragmentMap 3 _currentDepth } { blend blend map textures/water_source/water_clear alpha 0.7 rgb 0.05 } }