What about if the game points to say, a liquid.dat file that has all the liquid color values? This way, any mod can either use this file (which gets included with OpenJK builds) as-is for default colors or they can be edited. Would also be great if there's the ability to add new liquids without coding. Just an idea, don't shoot me.
Wouldn't take much to tweak the underwater color in cgame, in your own fork of OpenJK. It's from what I remember, an RGB setting that will take seconds to edit.
Only just noticed this thread. I have a few issues with the GLM plugins. First off, I'm running 2014 & testing with my EP7 stormtrooper which has LODs 0, 1 & 2. GLM Importer Issues: - Imports very large max bones. While this isn't exactly an issue, it does cause clutter. GLM Exporter Issues: - When exporting a model with LODs, modview says not all the parts are connected in the heirarchy. - LOD0 aka "_0" on the end doesn't get converted to not having the "_0" on the end. - Export Selected doesn't work, as it just exports the entire .max file anyway Let me know if you need any more info.
From what I remember, the water/slime/lava underwater colors are set in the code so it would require code changes. Perhaps at the very least we could change it to point to a texture instead so it's easier to mod? @@Xycaleth Really need better water animations as well. Right now, it's only 1 animation from what I can tell.