Lazarus Posted June 21, 2022 Share Posted June 21, 2022 textures/sp_terrain/ter_waterfull { qer_editorimage textures/sp_terrain/ter_waterfull qer_trans 0.75 sort banner surfaceparm water surfaceparm nonsolid surfaceparm nomarks surfaceparm trans q3map_material water q3map_tessSize 1024 deformvertexes normal 0.1 0.1 deformvertexes wave 64 sin 0 0.5 0.2 1 { map textures/sp_terrain/ter_water1 blendFunc GL_SRC_ALPHA GL_ONE rgbGen identity alphaGen vertex tcMod scroll 0.01 0.025 } { map textures/sp_terrain/thesky_env1 tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/sp_terrain/thesky_env2 tcGen environment rgbGen const ( 1.00 0.95 0.79 ) blendFunc GL_ONE GL_ONE glow } } So i been playing with my water shader and adding environment maps to it to create a nice reflection in my water. Up noted my shader for my water (weird indentation btw). This looks more like what i am seeking for, the glow actually works great on giving the illusion of bouncing light. However (and i did remove the glow stage for the next screenshot, since i first though that was the issue) is that when i move further, my image get distorted and a black area appears (probably because the texture ended, the sun is more on the right side of my environment texture) i am not sure how to force my image on that spot so you ll never see the black area cause when you look from oposite the sun, it now looks very (mr) wonk(o)y. Anybody an idea? mrwonko and mjt like this Link to comment
mjt Posted June 21, 2022 Share Posted June 21, 2022 There are a few things to take into account to make for decent water reflections - first you would want to use a bit lower q3map_tessSize For example 128 or 256 That aside - I take it you're trying to achieve this for SinglePlayer in which case you're lucky - since SP projects the tcGen environment shader stage for horizontal surfaces while in MP it get's projected onto one of the main vertical axis. I'll look up the exact steps I used to replicate this - here you can see roughly how the halfsphere mirrored on the surface you want to have this effect is projected onto the texture used in the tcGen environment shader stage: SP: MP - although tbh I should have made the horizon show up horizontally on this texture too: You can use photoshop with the flexify plugin or bake things out in blender - baking out a halfsphere from the view the reflecting surface has into the world. For SP you'd have to cut it up into 4 sections and shift / rotate / mirror accordingly to get the proper result: tcGen environment SP projection (links to youtube) Lazarus likes this Link to comment
Lazarus Posted June 22, 2022 Author Share Posted June 22, 2022 Thanks, despite me not seeing your images, i d appreciate it if you d look it up for me. And yes, its single player. Link to comment
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