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Tutorial Profile: Realistic Water |
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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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