Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
Posts: 1020 Joined: Mon Aug 10, 2009 8:23 am
Post
by cityy » Sat Mar 06, 2010 12:01 am
Recently I was wondering if it was possible to have a water texture that gives you some kind of mirror effect.
Here is the water shader I am using in q3ct4 - it is basically the same as IDs water shader just adjusted to the map:
Code: Select all
textures/q3ct4/water
{
qer_editorimage textures/liquids/pool3d_3.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
q3map_surfacelight 0
q3map_lightimage textures/q3ct4/watercolor.tga
nopicmip
cull disable
deformVertexes wave 64 sin .5 .5 0 .5
{
map textures/liquids/pool3d_5.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod transform 1.5 0 1.5 1 1 2
tcmod scroll -.05 .001
}
{
map textures/liquids/pool3d_6.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .5 .5
tcmod transform 0 1.5 1 1.5 2 1
tcmod scroll .025 -.001
}
{
map textures/liquids/pool3d_3.tga
blendFunc GL_dst_color GL_one
rgbgen identity
tcmod scale .25 .5
tcmod scroll .001 .025
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
And here IDs mirror shader:
Code: Select all
textures/sfx/bugmirror
{
qer_editorimage textures/sfx/mirrorkc.tga
surfaceparm nolightmap
portal
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
{
map textures/sfx/mirrorkc.tga
blendFunc add
depthfunc equal
}
}
I tried to merge them but I wasn't able to manage it for some reason - I always messed up the water look. Anyone has an idea?
www.ferdinandlist.de/leveldesign
^Ghost
Posts: 230 Joined: Tue Sep 08, 2009 3:35 am
Post
by ^Ghost » Sat Mar 06, 2010 1:32 am
yea i made a shader like this in one of my maps.
Code: Select all
textures/ghost-random/calm_mirror1_turb
{
qer_editorimage textures/ghost-custom/pool3d_6f.tga
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
deformVertexes wave 64 sin 0.25 0.25 0 0.5
qer_nocarve
q3map_surfacelight 50
portal
{
map textures/ghost-custom/pool3d_6f.tga
blendfunc add
rgbGen identity
tcMod scroll 0.05 0.05
tcMod turb 0.2 0.1 0.1 0.2
}
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
}
the downside is, its a full blown mirror, no transparency through the water, but still with every effect of the water
to avoid fps issues, i made the one side this shader and all other sides the the stock clear_calm1 shader.
http://q3a.ath.cx/?mapdetails=ghost-accel its a defrag map but u can still run it in baseq3 and look at it.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
cityy
Posts: 1020 Joined: Mon Aug 10, 2009 8:23 am
Post
by cityy » Sat Mar 06, 2010 10:42 am
Thanks, that worked for me!
www.ferdinandlist.de/leveldesign