Tremulous Forum
Media => Mapping Center => Topic started by: nubcake on January 13, 2009, 05:31:11 am
-
The water looks ok when brightness is at 0, but on a normal brightness, its far too bright. The only solution i can think of is to reduce the brightness of the sand, which I dont want to do as its my fav sand texture. Any ideas?
- 0 Brightness (good water)
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0082.jpg)
- Half Brightness (on the gamma scale) (poor water)
(http://i530.photobucket.com/albums/dd342/prof_flex/shot0083.jpg)
-
- You could try lowering the water texture's brightness.
- The texture beneath the water may be too bright.
- If the above causes are invalid, there may be some kind of blend instruction in your shader which is making the water too bright. If you can't find it, post up the shader.
-
Im leaning towards the ground being too bright. The actual water texture is quite dark
Shader:
textures/vort/ocean_liquid
{
qer_editorimage textures/vort/water.tga
qer_trans .5
q3map_globaltexture
surfaceparm noimpact
//surfaceparm nolightmap
surfaceparm nobuildsurface
surfaceparm water
tessSize 32
cull disable
deformVertexes wave 200 sin 0 1 .5 .5
{
map textures/vort/water.tga
//rgbGen const ( 0.6 0.6 0.6 )
blendfunc add
tcMod turb .3 .2 1 .05
tcMod scroll .01 .02
}
{
map textures/vort/water.tga
//rgbGen const ( 0.9 0.9 0.9 )
blendfunc add
tcMod turb .2 .1 1 .05
tcMod scale .5 .5
tcMod scroll .02 .01
}
}
-
See, here's your problem. You've got to add in a waterDarkness parameter!
Im leaning towards the ground being too bright. The actual water texture is quite dark
Shader:
textures/vort/ocean_liquid
{
qer_editorimage textures/vort/water.tga
qer_trans .5
q3map_globaltexture
surfaceparm noimpact
//surfaceparm nolightmap
surfaceparm nobuildsurface
surfaceparm water
waterDarkness .4
tessSize 32
cull disable
deformVertexes wave 200 sin 0 1 .5 .5
{
map textures/vort/water.tga
//rgbGen const ( 0.6 0.6 0.6 )
blendfunc add
tcMod turb .3 .2 1 .05
tcMod scroll .01 .02
}
{
map textures/vort/water.tga
//rgbGen const ( 0.9 0.9 0.9 )
blendfunc add
tcMod turb .2 .1 1 .05
tcMod scale .5 .5
tcMod scroll .02 .01
}
}
I hope that helps.
Lolz...if he actually tries this, I'll be QUITE surprised!
-
This should work, the shader was missing a lightmap stage.
textures/vort/ocean_liquid
{
qer_editorimage textures/vort/water.tga
qer_trans .5
q3map_globaltexture
surfaceparm noimpact
//surfaceparm nolightmap
surfaceparm nobuildsurface
surfaceparm water
tessSize 32
cull disable
deformVertexes wave 200 sin 0 1 .5 .5
{
map textures/vort/water.tga
//rgbGen const ( 0.6 0.6 0.6 )
blendfunc add
tcMod turb .3 .2 1 .05
tcMod scroll .01 .02
}
{
map textures/vort/water.tga
//rgbGen const ( 0.9 0.9 0.9 )
blendfunc add
tcMod turb .2 .1 1 .05
tcMod scale .5 .5
tcMod scroll .02 .01
}
{
map $lightmap
blendfunc filter
}
}
-
Excellent :) thanks draeke