Author Topic: Water far too bright  (Read 3399 times)

nubcake

  • Posts: 529
  • Turrets: +49/-85
Water far too bright
« 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)


- Half Brightness (on the gamma scale) (poor water)

Draeke

  • Posts: 56
  • Turrets: +8/-2
Re: Water far too bright
« Reply #1 on: January 13, 2009, 10:50:32 am »
- 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.

nubcake

  • Posts: 529
  • Turrets: +49/-85
Re: Water far too bright
« Reply #2 on: January 13, 2009, 11:12:03 am »
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
      }
}

Evoc

  • Posts: 127
  • Turrets: +13/-12
Re: Water far too bright
« Reply #3 on: January 13, 2009, 12:36:49 pm »
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!
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Draeke

  • Posts: 56
  • Turrets: +8/-2
Re: Water far too bright
« Reply #4 on: January 13, 2009, 02:36:18 pm »
This should work, the shader was missing a lightmap stage.
Code: [Select]
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
}
}

nubcake

  • Posts: 529
  • Turrets: +49/-85
Re: Water far too bright
« Reply #5 on: January 13, 2009, 03:31:20 pm »
Excellent :) thanks draeke