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PostPosted: Wed Mar 02, 2005 1:24 pm 
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I've been looking the .mtr on a DX8 & DX9 cards and basically as in my post above nothing is drawn.

I've made a small change to .mtr and added one of my own, then I changed the test map slightly to have two tanks of water and a little more detail & light.
Image

This file contains it all ( INCLUDING gamex86.so for Linux !! ) NON DEBUG - *UPDATED* map to test 4 tanks of different water now.
http://homepages.nildram.co.uk/~danteuk/water.zip

I can't test what this looks like on DX9 level cards till I get home tonight so it would be interesting if someone could post a shot.

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Last edited by Dante_uk on Wed Mar 02, 2005 11:37 pm, edited 1 time in total.

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PostPosted: Wed Mar 02, 2005 5:59 pm 
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The blue/green water (on the right in your shot) doesn't look so good. The actual surface ripples look like a 2d film just sitting on top of the water and the movement is very awkward, seemingly changing every half second or so. Doesn't look right. The darker water (left) looks much better ripple wise but the reflections still seem a little blocky. Also, a strange glitch occurs when viewing the darker water whilst hovering just over the green tank - looking over the diving wall. You see the stripes across the whole reflection. You also see the inside of the marines body whilst emerging from water.


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PostPosted: Wed Mar 02, 2005 6:33 pm 
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Yeah the blue/green animation is a tacky hack.
I don't know much about ATI cards, does that card(& drivers) support DX9 level shaders?
The blue/green water should have the heathaze effect to make the surface move too.(as well as the jerky animation).

Both the reflections have the hollow model problem, I think something in the func_water code should be added (or in player.def ??? )so the player model isn't drawn for 1st person view when in or touching water.

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PostPosted: Wed Mar 02, 2005 6:45 pm 
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I think the problem is with the mirrorRenderMap and inolen and idiom have been trying to fix this for a while.

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PostPosted: Wed Mar 02, 2005 8:58 pm 
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iceheart wrote:
I think the problem is with the mirrorRenderMap and inolen and idiom have been trying to fix this for a while.


Not really... I haven't worked on this for a while, but I think I just never figured out how the mirrorRenderMap got it's view. If someone finds out how, they can just suppress the local player model from it when in the water.


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PostPosted: Wed Mar 02, 2005 9:22 pm 
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inolen wrote:
iceheart wrote:
I think the problem is with the mirrorRenderMap and inolen and idiom have been trying to fix this for a while.


Not really... I haven't worked on this for a while, but I think I just never figured out how the mirrorRenderMap got it's view. If someone finds out how, they can just suppress the local player model from it when in the water.


If at all possible, only supress backfaces?

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PostPosted: Wed Mar 02, 2005 10:46 pm 
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Mordenkainen wrote:
inolen wrote:
iceheart wrote:
I think the problem is with the mirrorRenderMap and inolen and idiom have been trying to fix this for a while.


Not really... I haven't worked on this for a while, but I think I just never figured out how the mirrorRenderMap got it's view. If someone finds out how, they can just suppress the local player model from it when in the water.


If at all possible, only supress backfaces?


Why?


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PostPosted: Thu Mar 03, 2005 2:30 am 
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In the interest of experimenting I've extended the map to have 8 pools of water.

1 - The original water by inolen & idiom.
2 - A varation on the above.
3 - Material by me
4 - Material by me
5 - Mordenkainen - failed test by me
6 - Mordenkainen
7 - water07 / water07_surf ( have a go, please !! )
8 - water08 / water08_surf ( have a go, please !! )

This zip has all you need to run the map in Windows or Linux.(source code removed b'c not changed).
http://homepages.nildram.co.uk/~danteuk/water.zip

Image

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PostPosted: Thu Mar 03, 2005 12:55 pm 
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inolen wrote:
Mordenkainen wrote:
If at all possible, only supress backfaces?


Why?


The problem is the player model intersecting with the reflection plane right? The reflection shows the inside of the model. If you can draw only front faces (as viewed from the reflection plane) then the visual artefact should disappear but you still have the player's reflection, right?

I was just thinking that completely removing the player model from the reflection when we step into the water is going to look awkward. That's probably why in HL2 we never see gordon's reflection, even when we're not touching the water surface.

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PostPosted: Thu Mar 03, 2005 4:16 pm 
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Not seeing the player's reflection in water is so common in games it's pratically a given. Other stuff like that, e.g player shadows, have been excluded from games almost universally, so not including them in D3 isn't going to be noticed by anyone.

Then again, if you could actually see your reflection, that would be rather cool. For the mean time, just surpressing the player model when in the water I think will solve the immidate artifact problem, surpressing only the back faces is something to look at later.


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PostPosted: Thu Mar 03, 2005 4:29 pm 
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I think it should be pretty obvious that you should see yourself in a reflective surface, anything else is just the devs taking the easy, cheap way out.

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PostPosted: Sun Mar 06, 2005 6:31 pm 
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i noticed with a func_water that when you sprint-jump into it it shows a splash decal and particle but when you walk on it it only shows the splash decal. this isnt as much of a problem though than the fact that when you shoot it it doesnt make a splash decal or particle. why is this? ive tried to fix it myself but i cant figure it out. could someone help?


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PostPosted: Sun Mar 06, 2005 8:57 pm 
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Dante_uk wrote:

1 - The original water by inolen & idiom.
2 - A varation on the above.
3 - Material by me
4 - Material by me
5 - Mordenkainen - failed test by me
6 - Mordenkainen
7 - water07 / water07_surf ( have a go, please !! )
8 - water08 / water08_surf ( have a go, please !! )


7 and 4 look the best to me, although neither seem to reflect. 5 is a pit of nodraw for me.


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PostPosted: Sun Mar 06, 2005 11:12 pm 
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radix2 wrote:
Dante_uk wrote:

1 - The original water by inolen & idiom.
2 - A varation on the above.
3 - Material by me
4 - Material by me
5 - Mordenkainen - failed test by me
6 - Mordenkainen
7 - water07 / water07_surf ( have a go, please !! )
8 - water08 / water08_surf ( have a go, please !! )


7 and 4 look the best to me, although neither seem to reflect. 5 is a pit of nodraw for me.


What DX Level gfx card do you have?
Some of the effects being used as require a DX 9 level card.

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PostPosted: Sun Mar 06, 2005 11:47 pm 
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dolver wrote:
i noticed with a func_water that when you sprint-jump into it it shows a splash decal and particle but when you walk on it it only shows the splash decal. this isnt as much of a problem though than the fact that when you shoot it it doesnt make a splash decal or particle. why is this? ive tried to fix it myself but i cant figure it out. could someone help?


I talked about that in the readme.


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PostPosted: Sun Mar 06, 2005 11:54 pm 
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Dante_uk wrote:
What DX Level gfx card do you have?
Some of the effects being used as require a DX 9 level card.


Sorry, I should have posted those details orginally. Now I am not am home to check the minor revision, but I can tell you that it is DX9 capable.. I will edit this post with the proper information when I get home.


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PostPosted: Mon Mar 07, 2005 5:39 am 
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inolen wrote:
dolver wrote:
i noticed with a func_water that when you sprint-jump into it it shows a splash decal and particle but when you walk on it it only shows the splash decal. this isnt as much of a problem though than the fact that when you shoot it it doesnt make a splash decal or particle. why is this? ive tried to fix it myself but i cant figure it out. could someone help?


I talked about that in the readme.


oh sorry i didnt see that. any idea how to fix it or what file to modify? wheres that BulletWaterTrail function you mentioned

edit: nevermind i found the file


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PostPosted: Wed Mar 09, 2005 11:45 am 
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Dante_uk wrote:
What DX Level gfx card do you have?
Some of the effects being used as require a DX 9 level card.


Damn - was running old Cat version (4.8 with Doom3 patch). I have now updated to 5.2 and these are my observations. System spec in signature..

1 - The original water by inolen & idiom.
No reflection. Artifacts around crate (maybe the water surface is too close to the crate). Water is too clear

2 - A varation on the above.
No drawing of water surface, but still an odd reflection from flashight

3 - Material by Dante_uk
ripples "stutter" or "lag". Reflection of crate, lighthanger placeholders and an image of player. Good apart from lag, although too clear.

4 - Material by Dante_uk
Good. Nice ripples and flareout from flashlight. Nice distortion of drum from the right of the crate whilst facing the wall

5 - Mordenkainen - failed test by me
No draw aside from weird reflection of flashlight

6 - Mordenkainen
Good - interesting diffraction bands but no reflection. Too clear

7 - water07 / water07_surf ( have a go, please !! )
no reflection. good ripples and distortion. Nice murkiness

8 - water08 / water08_surf ( have a go, please !! )
no reflection. Good ripples and distortion. Too clear.


One thing that I notice is that if you are on the right side of the crate then the drum is distorted/displaced (which is correct), but on the left side of the crate, you just get a slight ripple effect.

I like aspects of 3 for reflections; 7 for murkiness, ripples and distortion and 4 for the flashlight glare effect. These might be exclusionary though... :D


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PostPosted: Mon Mar 28, 2005 3:19 am 
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Im having a problem getting the water reflection to run in game but it runs fine in the editor, im using the texture: njm_water_reflect
could it be a graphics card issue? if so why does it work in editor mode?

check out this post if you want to see screenshots: http://www.doom3world.org/phpbb2/viewtopic.php?t=9589

thanks, nice work by the way :)


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PostPosted: Tue Mar 29, 2005 1:37 pm 
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When you run the game are you running fullscreen?
if so can you try in windowed mode, just to see that's where the problem is.

I've seen things before that look different in the editor than in game, not sure really why that would be the case.

I've mailed Brian at id about this:
Quote:
There seems to be odd little differences in the rendered image in the editor from the in-game image.

Specifically problems with reflections that look fine in editor but don’t appear in game.

Could you post an explanation/list of differences in the rendering from the Editor preview window and the normal game rendering (plus any between running in windowed mode vs fullscreen).


With a little luck we may get an answer.

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