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Tutorial Profile: Realistic Water

 Tutorial Profile: Realistic Water


- Realistic Water -

Tutorial by Darth Norman
Translated and posted by Darth G (with permission)
Original location







1) As a basis we need only write a Shader

more textures/meinemap/water // name of the texture
{
qer_editorimage more textures/meinemap/water // picture of the texture in the radiant
sort banner // one can from downside by the water longs
qer_trans 0.8 // transparency in the radian
surfaceparm nonsolid // one can pass through it
surfaceparm nonopaque // transparent
surfaceparm trans // transparent 2
surfaceparm more water // water characteristics
q3map_material Water // water characteristics 2
tessSize 128 // divides Brushes into several 128x128 Brushs
deformvertexes normally 0,1 1.85 // undulation
deformvertexes wave 128 sin 0 1 0,3 2 // undulation 2
{
map more textures/meinemap/water // basic texture
blendFunc GL_ONE GL_SRC_ALPHA // transparency
rgbGen const (0,5,0,5,0.5) // weakens colors (makes somewhat darker all)
alphaFunc GE128 // filters black
alpha towards const 1.0 // Alphachannel attitudes
tcmod scroll 0 -0.25 // movement of the texture (optional)
}
{
map more textures/meinemap/env_water // the Environment texture - simulate mirror Effect
tcGen environment // Environment - characteristic
rgbGen const (0,5,0,4,0.4) // (red here somewhat brighter as green and blue)
blendFunc GL_ONE GL_ONE // transparency
}
{
map more textures/meinemap/env_water // the Environment texture - simulate mirror Effect
tcGen environment // Environment - characteristic
blendFunc GL_DST_COLOR GL_ZERO // transparency
}
{
map $lightmap // Lightmapstage
blendFunc GL_DST_COLOR GL_ZERO // transparency
}
}




2) Now to the production of the necessary textures

The texture “more water” is arbitrarily selectable and a .jpg in the RGB mode (standard).


meinemap/water.jpg (50%)

The texture “more env_water” just as however is more difficult it to get.

In addition we must build a test map.

It should only from the Skybox (with Skylight), possibly from a Skyportal or your basic terrain

(with outdoor - maps) and one info_playerstart exist.

After compiling you start your map (cheats enabled) and enter into the console the following:

cg_draw2d 0
cg_drawgun 0

Afterwards you change into the Ego perspective and make 2 Screenshots of the map.

You place you into the center and make all 90° for SHOT (2 should are enough).

TIP: After possibility are not to have to bright places on the Shots to be seen.


Shot1 (25%) Shot2 (25%)

Now we must still join the two Shots with a diagram program.

Then still on a texture measure bring (1024x1024 is with a Environment - texture favorably).

Now we must provide still for little Unschärfe - use simply a filter or an effect and those

Texture make a little indistinct. In the end still lighten (over approx. 75%) store and as .jpg.



meinemap/env_water.jpg (25%)

Shader and textures into a .pk3 packed and into the cousin file shifted.

Important: The entry into shaderlist.txt (… cousin/shaders) do not forget!



3) Around the water into your map to gotten you provide a Brush with the “systems/more caulk_water”

Texture and occupies the visible (n) side (n) with our “more meinemap/water” texture.




4) Since we have now the water in our map, we can compile.



Much fun thereby! :)




Author's Name: Darth Norman
Added on: Wed Mar 12 2:36:12 EDT 2008
Views: 1079




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