Murky Water


([rD]MrPink) #1

Is it possible to make murky water?


(damocles) #2

Depends what you mean by murky. If you look at the battery shader you’ll see their water uses fog to create a kind of murky effect. If you want bits of mulch and used condoms floating by though you’ll have to find another way :slight_smile:

Just colour the fog into a muddy colour to create a murky effect.


([rD]MrPink) #3

Well, specifically I have an ocean, and I want the water to be that typical greenish blue. So I should use a fog brush or is this in the .shader file?


(Ubiquitous) #4

I feel that the used condom effect could really spice up an otherwise tame map. Great idea.


(damocles) #5

you can set the fog to exist inside of the water brush usinf fogvars in the water shader. No need for a second fog brush (except in certain cases, but don’t worry about them until you have to)


([rD]MrPink) #6

When I played around with some of the water shaders by SD I noticed a WaterFogParms, and I played with it. It did nothing noticable, so I looked it up on the internet, and low and behold, I found a page that describes how to make foggy water, lol. Heres the URL if you are curious http://users.pandora.be/Ariffnet/tutorials/waterfog.html


(redfella) #7

Heres something that I saved from awhile back. The textures are stock rtcw textures so you may need to modify the paths in order to get this shader to work correctly.

textures/redfella/fogwater_blue
{
qer_editorimage textures/liquids/pool3d_5e.tga
qer_trans .5
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
surfaceparm fog
surfaceparm nolightmap
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
fogparms ( 0.2 0.2 1.0 ) 512

            { 
		map textures/liquids/pool3d_5e.tga
		blendFunc GL_dst_color GL_one
		rgbgen identity
		tcmod scale .5 .5
		tcmod scroll .025 .01
	}

	{ 
		map textures/liquids/pool3d_5e.tga
		blendFunc GL_dst_color GL_one
		tcmod scale -.5 -.5
		tcmod scroll .025 .025
	}
}