<--------------------------------------------------------------------> <-+--------------------------------------------------------------------+-> .:| Doom3 Water Assets |:. | by inolen and idiom | | | | http://www.inolen.com | | fiscael@gmail.com (idiom) | | | | |----------------------------------------------------------------| | |--+:- General Info -:+--| | |----------------------------------------------------------------| | | | | First off, you guys need to thank idiom for this even existing. If | | it wasn't for him nagging at me night after night, I wouldn't of | | ever got around to working on this. Also, thanks to Brian for | | being very helpful when we needed it. This package includes a | | basic fresnel shader for the water, some crummy water fx, some | | minor code changes to make it all work, and idiom's test map. | | | | |----------------------------------------------------------------| | |--+:- Code Notes -:+--| | |----------------------------------------------------------------| | | | | All the code changes are marked in each file by a // inolen | | comment near them. I tried to comment every little change, but I | | might of missed one or two, so be sure to look over the functions. | | Uhm.. I made that BulletWaterTrail function, but then I noticed | | the traces never detected the water brush unless the water | | material contained the "water" parameter. I don't really get this, | | as we set the contents properly when it spawns. Unless the SDK or | | engine automatically ignore entities with CONTENTS_TRIGGER while | | doing a trace. Anyways, then if you added the water parameter, | | entities and stuff would not fall through the water properly. | | I stopped working on this project then, so I didn't look into | | those problems extensively. | | | | |----------------------------------------------------------------| | |--+:- Map Notes -:+--| | |----------------------------------------------------------------| | | | | There are some important things to note when using this water. | | The vector to viewer is calculated per vertex so when creating a | | patch with the inolen_water_mirror material, the higher the | | subdivisions you use, the more accurate the transparency | | calculation will be. | | | | The mirror effect is done using mirrorRenderMap and so it is | | limited in the same ways as a normal mirror. | | | | It is important to stretch the texture of the water-brush using | | inolen_water otherwise the distortion becomes too repetitive. This | | can however be edited to however you wish. | <-+--------------------------------------------------------------------+-> <--------------------------------------------------------------------> dante_uk - Additional. I added the water code to my winamp mod and produced a release( ie not debug ) version of the binaries for Windows & Linux. I alterated the test map to contain 8 water pools. 1 - The original water by inolen & idiom. 2 - A varation on the above. 3 - I material by me 4 - I material by me 5 - Mordenkainen 6 - Mordenkainen 7 - water07 / water07_surf ( have a go, please !! ) 8 - water08 / water08_surf ( have a go, please !! ) The goals of good water materials: Reflection of surroundings. Surface movement. Distortion & fog from inside.