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 Quick question about water

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Draak
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PostSubject: Quick question about water   Sun Feb 24, 2013 2:37 am

Is it at all possible for the reflective water in FH to be used in IT?

Just curious.
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RedEye
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PostSubject: Re: Quick question about water   Sun Feb 24, 2013 9:20 am

Code the shader and it should be possible.

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Draak
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PostSubject: Re: Quick question about water   Sun Feb 24, 2013 10:56 am

O: Awesome.

I managed to find and pull out the mat files for FH's reflective water. Which is here:

Code:
vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

material WaterReflectMat
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
            param_named scroll float 2
            param_named scale float 1
            param_named noise float 1
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 0.04
         }
         texture_unit
         {
            texture waves2.dds
            filtering linear linear none
         }
      }

   }
}

Turned the water purple and interesting looking lol Surprised I didnt crash the game XD
Trippy

I'm having a look around the Ogre forums to see what I find.


Last edited by Draak on Sun Feb 24, 2013 11:25 am; edited 1 time in total
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RedEye
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PostSubject: Re: Quick question about water   Sun Feb 24, 2013 11:21 am

You need water.cg as well

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Draak
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PostSubject: Re: Quick question about water   Sun Feb 24, 2013 11:27 am

Yeah, I thought I was missing something. Dug those out too, copy pasted and they turn the water white. (Also edited my previous post)

I shouldnt be winging this lol but at least it isnt crashing.

EDIT:

Now I have this
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Draak
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PostSubject: Re: Quick question about water   Fri Mar 01, 2013 7:51 am

WELL I haven't been able to make it reflect-y and water like, I think that's beyond my coding knowledge. But I did manage to alter the weird grey void into looking kind of decent.



And it does rise and fall, though that wasn't me, that's what came with the files/mat I copied over from FH.
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lazyzim

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PostSubject: Re: Quick question about water   Fri Mar 01, 2013 12:02 pm

Very nice Draak looks better then what we have so far.
I am waiting for Redeye to give out the SKyX and Hydrax codes for the compile as he mentioned in another thread ages ago. That would make IT awesome.

~Lazyzim~
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Draak
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PostSubject: Re: Quick question about water   Fri Mar 01, 2013 12:16 pm

Thanks : D although it was just some copy pasting and a bit of tinkering XD

Oh now those would be awesome, I've seen what you can do with them while I was trying to make the reflecty work. Pretty cool looking. Not sure how well people's machines would take it though, but I guess if they can handle FH's water they might be able to handle that.

EDIT:

Just a reminder for me that the water.cg can be opened with Notepad.
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Kino



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PostSubject: Re: Quick question about water   Mon Jun 02, 2014 11:07 pm

I feel like a turd for reviving an old thread but since trying to install Fresnel is a horrible pain in the butt i tried doing what you did and an odd thing happened, the water is basically eating meshes ..


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lazyzim

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PostSubject: Re: Quick question about water   Tue Jun 03, 2014 4:11 am

Hi Kino,
No I think it is good you Necro'ed this thread so we can all revisit it.

I know that Myz has gotten reflective water working on LM and you were looking at it for Wolf Soul.
My main concern is that it would be a lag generator for players with older computers. Also reflective water is more a still water effect and not suitable for creeks, rivers, lakes and Oceans. Better for small pools of water.

I like the idea that Draak got the water to rise and fall. If we can get bump map working for the water you would then have waves which would add immensely to the realism.

Anyway on my "to do" as well once the current bugs are fixed. Sad

Good luck guys and happy coding.
~Lazyzim~
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Kino



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PostSubject: Re: Quick question about water   Tue Jun 03, 2014 9:38 am

what I managed to get from FH is rising and falling too, but
1. it's eating models
2. it's glitchily moving from afar
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Ashlyn Sheypher



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PostSubject: Re: Quick question about water   Wed Jan 07, 2015 2:43 pm

KinoDro wrote:
what I managed to get from FH is rising and falling too, but
1. it's eating models
2. it's glitchily moving from afar

The same problem ahahah
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Ashlyn Sheypher



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PostSubject: Re: Quick question about water   Wed Jan 07, 2015 3:01 pm

KinoDro wrote:
what I managed to get from FH is rising and falling too, but
1. it's eating models
2. it's glitchily moving from afar

I worked on it...and saw - you should code it in the source. All models are hidden because there is no reflection x)
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ami123

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PostSubject: Re: Quick question about water   Thu Jan 08, 2015 12:27 pm

Draak wrote:
WELL I haven't been able to make it reflect-y and water like, I think that's beyond my coding knowledge. But I did manage to alter the weird grey void into looking kind of decent.



And it does rise and fall, though that wasn't me, that's what came with the files/mat I copied over from FH.
How called game? lol!
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-INACTIVE-
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PostSubject: Re: Quick question about water   Thu Jan 08, 2015 1:17 pm

It can be Royal Skies,but I think its just a Draak server,where she test her stuff


Last edited by Rainbow Jack on Mon May 16, 2016 7:07 pm; edited 2 times in total
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Draak
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PostSubject: Re: Quick question about water   Fri Jan 09, 2015 12:11 am

Yep, it's Royal Skies. Said screenshot is from a map I made for the server.
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Ashlyn Sheypher



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PostSubject: Re: Quick question about water   Sat Jan 10, 2015 2:19 pm

RedEye wrote:
Code the shader and it should be possible.

Should I code the shader in the source or in water.cg?
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