A copy & paste from my thread at Quake3world in hope for more help:
If my memory is correct then I know for sure that I’ve seen it somewhere. Either in a thread here or over at SD, in a map or in a Q3map2 guide.
What am I talking about? Realistic water. As in see through water that reflects on the surrounding walls. Below is a screen from FEAR to illustrate my point. Please tell me if I’m growing senile or not. If not, I would appreciate a push in the right direction as to where to find the neccesary info/files/map/etc.
Thanks in advance!
Good to see your still breathing Shallow
It’s always nice to get some support from you man, thanks!
Sum, your right, I found it and it’s called “clear_calm1”. Thanks for that suggestion. dONKEY said there was a map that used it called “Last Minutes Of Pompeii” by aVe. You can find it on lvl by clicking here.
I did a little test based on Shallow his suggestion. I posted a screenshot below to illustrate the result. I only made a patch covering the wall and I applied the water shader to it. The problem ofcourse is that there is no blending going on and you can clearly see I used a patch, due to the moving effect of the water. I’ll experiment a bit more next week.
Texture projection does not seem to work better in this situation. In fact, it doesn’t seem to work at all. I’ve followed the precise instructions about setting this up as posted by Rgoer in this thread over at SD. I see no difference when using this method in comparison to applying a patch with the shader on it. Ingame it looks exactly the same and I tried different compile options.
As for Shallow his suggestion. I built the scene precisely as you illustrated but the alphafade brushes don’t seem to have a real effect. I’m using the shader from the map I mentioned earlier. This is the shader:
// Caustics
// Shader structure d’après ch4ndl3rtextures/caustics/water_caustics
{qer_editorimage textures/liquids/pool3d_3e.tga
qer_trans 0.75q3map_noTJunc
q3map_nonplanar
q3map_shadeAngle 179
// rendu plus efficacesurfaceparm nonsolid
surfaceparm nomarks
surfaceparm trans// Ces deux directives sont obligatoires
surfaceparm nolightmap
polygonOffset// optionnel
sort 6
// Place le decal légèrement
// en avant par rapport à la surface du brush//cull disable
//deformVertexes wave 64 sin .25 .25 0 .5{
map textures/liquids/pool3d_5e.tga
blendFunc GL_dst_color GL_one
tcmod scale .5 .5
tcmod scroll .025 .01
rgbGen identity
}
{
map textures/liquids/pool3d_3e.tga
blendFunc GL_dst_color GL_one
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
}
Below you’ll find a screenshot of the ingame result which appears to remain the same whatever I do. The point is that I want it to blend more with the underlying texture to give it a more natural effect. Now it still is clearly visible that a patch is applied by the difference in color. Or perhaps the shader is simply too bright. I’ve looked up all the used shader commands in the manual but I’m clueless as to how to effectively change this.