Code: Select all
...
[WATER]
{
...
FresnelMin = 0.7;
FresnelMax = 0.8;
FresnelPower = 8;
WaterSpecularFactor = 100; // the lower the brighter
// WaterTexture
// WaterFoamTexture
// WaterNormalTexture
}
...


Moderator: Moderators
Code: Select all
...
[WATER]
{
...
FresnelMin = 0.7;
FresnelMax = 0.8;
FresnelPower = 8;
WaterSpecularFactor = 100; // the lower the brighter
// WaterTexture
// WaterFoamTexture
// WaterNormalTexture
}
...
smoth wrote:I have a version of islands at war that I am updating and since it is the only night map we oughta be fine.
That's retarded. You can't possibly make forward progress in a project like this if you don't resign youself to the fact that it's not always possible to derive more complex information from simpler variable definitions. Old maps never had a feature like this, so mapper didn't include the necessary information to intelligently create water scapes. You can derive some information from the skyboxes and old settings, but it's completely and totally impossible to always have the best possible water setup based on the settings of the map. The new shader will look passible on all maps, I mean, even on smoths map which is a hard example because it's supposed to be a night map, it looks ok, but not perfect. Perfection is impossible, in order to achieve it it needs a manual once over.TradeMark wrote:But are we gonna remake every map SMD file because of this new water?
It should work perfectly on every map without tweaking any files, by using the old settings and skyboxes.
some1 understood my problemsSwiftSpear wrote:That's retarded. You can't possibly make forward progress in a project like this if you don't resign youself to the fact that it's not always possible to derive more complex information from simpler variable definitions. Old maps never had a feature like this, so mapper didn't include the necessary information to intelligently create water scapes. You can derive some information from the skyboxes and old settings, but it's completely and totally impossible to always have the best possible water setup based on the settings of the map. The new shader will look passible on all maps, I mean, even on smoths map which is a hard example because it's supposed to be a night map, it looks ok, but not perfect. Perfection is impossible, in order to achieve it it needs a manual once over.TradeMark wrote:But are we gonna remake every map SMD file because of this new water?
It should work perfectly on every map without tweaking any files, by using the old settings and skyboxes.
The feature will work in old maps, some better than others. The ones it's really broken in can be updated, but mostly, it's something for future maps to make use of, as opposed to a blank update of old content.
Well, i just want my speedball maps water is totally black, no matter what water renderer you are using... would look retarded if it was blue water or etc.SwiftSpear wrote:That's retarded. You can't possibly make forward progress in a project like this if you don't resign youself to the fact that it's not always possible to derive more complex information from simpler variable definitions. Old maps never had a feature like this, so mapper didn't include the necessary information to intelligently create water scapes. You can derive some information from the skyboxes and old settings, but it's completely and totally impossible to always have the best possible water setup based on the settings of the map. The new shader will look passible on all maps, I mean, even on smoths map which is a hard example because it's supposed to be a night map, it looks ok, but not perfect. Perfection is impossible, in order to achieve it it needs a manual once over.TradeMark wrote:But are we gonna remake every map SMD file because of this new water?
It should work perfectly on every map without tweaking any files, by using the old settings and skyboxes.
The feature will work in old maps, some better than others. The ones it's really broken in can be updated, but mostly, it's something for future maps to make use of, as opposed to a blank update of old content.
Your maps consist of two tones of gray...it's pretty silly to imply that it looks anything but the aforementioned adjectiveTradeMark wrote:Well, i just want my speedball maps water is totally black, no matter what water renderer you are using... would look retarded if it was blue water or etc.
First off, voidwater works. If you didn't use voidwater, too bad, it's probably going to be shiny now. I dunno, I haven't tested with your map.Well, i just want my speedball maps water is totally black, no matter what water renderer you are using... would look retarded if it was blue water or etc.
It doesnt work... i didnt use voidwater because it basically just makes water 100% transparent, and doesnt fade it nicely as it does now. when you zoom close to the voidwater holes, you start seeing big pixelated edges. I used voidwater on the first speedball versions, map named as "Colors V2" or "Colors", and i saw how sucky it looked, so i had to change it...Argh wrote:First off, voidwater works. If you didn't use voidwater, too bad, it's probably going to be shiny now. I dunno, I haven't tested with your map.
What it does is it just clips the map below the water plane, and shows the background. You could have done the fade in your texture very easily, tbh, like everybody who does realistic water has had to do, so if you didn't, I dunno what to tell ya.i didnt use voidwater because it basically just makes water transparent
LAWLneddiedrow wrote:I've played on a few maps with voidwater and it is perfectly passable. Hell, Zerg even hacked Cosmos to pull out the textures so he could play a water map with 8 MB of graphics memory.