Discussion:
check this out!
Anders Storsveen
2005-03-17 20:37:13 UTC
Permalink
check this screenshot out from the quake standard forums:

Loading Image...
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=asc&start=30)
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Nick Warne
2005-03-17 20:51:33 UTC
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It's a great place to hang out, Anders... I post as 'Bill Stokes'.

Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
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"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
Anders Storsveen
2005-03-17 21:04:27 UTC
Permalink
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
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qudos
2005-05-23 13:11:58 UTC
Permalink
Hi,

I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.

Check out the shots

http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/

I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.

Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
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eatdeadmonkeys
2005-05-27 20:13:33 UTC
Permalink
is that ported from dukeys work???
Post by qudos
Hi,
I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.
Check out the shots
http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/
I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.
Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
--
Using Opera's revolutionary e-mail client: http://www.opera.com/m2/
qudos
2005-05-28 10:48:25 UTC
Permalink
Hi,

Right, all reflective water code is from dukey, the main refl code
(refl.c and refl.h) is from a coder called Matt Ownby, i don't know if
is the same person.

I can't found an email account for contact with dukey to say what his
refl patch is working in linux.
Post by eatdeadmonkeys
is that ported from dukeys work???
Post by qudos
Hi,
I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.
Check out the shots
http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/
I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.
Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
--
Using Opera's revolutionary e-mail client: http://www.opera.com/m2/
eatdeadmonkeys
2005-05-28 23:40:39 UTC
Permalink
just pm him in the quakesrc forums...
Post by qudos
Hi,
Right, all reflective water code is from dukey, the main refl code
(refl.c and refl.h) is from a coder called Matt Ownby, i don't know if
is the same person.
I can't found an email account for contact with dukey to say what his
refl patch is working in linux.
Post by eatdeadmonkeys
is that ported from dukeys work???
Post by qudos
Hi,
I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.
Check out the shots
http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/
I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.
Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
--
Using Opera's revolutionary e-mail client: http://www.opera.com/m2/
qudos
2005-08-03 08:30:52 UTC
Permalink
Somebody want to try the last water reflection Jitspoe-Dukey code?

http://www.quakesrc.org/forums/viewtopic.php?t=5179&sid=cb7fdf3540a222352204127d19aa1310

http://www.quakesrc.org/forums/viewtopic.php?t=5231&start=75&sid=cb7fdf3540a222352204127d19aa1310
Looks like there is some issues with ATI cards, no problems here, mine is nvidia

Adjust the reflections in the QuDos menu
Post by eatdeadmonkeys
just pm him in the quakesrc forums...
Post by qudos
Hi,
Right, all reflective water code is from dukey, the main refl code
(refl.c and refl.h) is from a coder called Matt Ownby, i don't know if
is the same person.
I can't found an email account for contact with dukey to say what his
refl patch is working in linux.
Post by eatdeadmonkeys
is that ported from dukeys work???
Post by qudos
Hi,
I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.
Check out the shots
http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/
I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.
Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
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qudos
2005-08-03 08:32:09 UTC
Permalink
Oops

http://qudos.quakedev.com/tmp
Post by qudos
Somebody want to try the last water reflection Jitspoe-Dukey code?
http://www.quakesrc.org/forums/viewtopic.php?t=5179&sid=cb7fdf3540a222352204127d19aa1310
http://www.quakesrc.org/forums/viewtopic.php?t=5231&start=75&sid=cb7fdf3540a222352204127d19aa1310
Looks like there is some issues with ATI cards, no problems here, mine is nvidia
Adjust the reflections in the QuDos menu
Post by eatdeadmonkeys
just pm him in the quakesrc forums...
Post by qudos
Hi,
Right, all reflective water code is from dukey, the main refl code
(refl.c and refl.h) is from a coder called Matt Ownby, i don't know if
is the same person.
I can't found an email account for contact with dukey to say what his
refl patch is working in linux.
Post by eatdeadmonkeys
is that ported from dukeys work???
Post by qudos
Hi,
I've working water reflections in both engines, basic and q2max, and
also in the original q2 3.21 sources from id.
Check out the shots
http://qudos.quakedev.com/linux/quake2/engines/icculus/water_reflection/
I'm modifiying hardly the icculus port, if anybody is interesed in the
modified sources i'll put soon in my site.
Cheers
Post by Anders Storsveen
I'm usually called bushwakko ;)
Post by Nick Warne
It's a great place to hang out, Anders... I post as 'Bill Stokes'.
Nick (aka Lethe & Bill Stokes)
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
--
Using Opera's revolutionary e-mail client: http://www.opera.com/m2/
Tei
2005-08-03 10:59:56 UTC
Permalink
Post by qudos
Somebody want to try the last water reflection Jitspoe-Dukey code?
http://www.quakesrc.org/forums/viewtopic.php?t=5179&sid=cb7fdf3540a222352204127d19aa1310
http://www.quakesrc.org/forums/viewtopic.php?t=5231&start=75&sid=cb7fdf3540a222352204127d19aa1310
Looks like there is some issues with ATI cards, no problems here, mine is nvidia
Adjust the reflections in the QuDos menu
really nice :D


note:
You sould remove the "sid=" session id on links from php sites, theres a
minor risk on session stealing.

Karen Pouelle
2005-03-17 20:55:34 UTC
Permalink
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=asc&start=30)

When the level was created (Q2DM1 - The Edge), it wasn't intended for the
water to be semi-transparent. Being able to see below the water from above
could be considered a cheat. Is that really a new quake standard being
talked about in the forum?

Next people will be wanting opaque walls to be semi-transparent...








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Nick Warne
2005-03-17 20:57:57 UTC
Permalink
Post by Anders Storsveen
Post by Anders Storsveen
http://www.makum.plus.com/water/screenshot.jpg
(http://www.quakesrc.org/forums/viewtopic.php?t=4421&postdays=0&postorder=a
sc&start=30)
When the level was created (Q2DM1 - The Edge), it wasn't intended for the
water to be semi-transparent. Being able to see below the water from above
could be considered a cheat. Is that really a new quake standard being
talked about in the forum?
Next people will be wanting opaque walls to be semi-transparent...
It isn't... it's defraction viewed from above to _under_ the water ala real
life.

Nick
--
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
Karen Pouelle
2005-03-17 21:02:59 UTC
Permalink
Post by Nick Warne
It isn't... it's defraction viewed from above to _under_ the water ala real
life.

In real life, the map designer created that map such that viewed from above
to _under_ the water, nothing was visible. If this is a protected cvar to
disallow such rendering during deathmatch, that's good - can be enjoyed in
single player and co-op version. Otherwise viewing from above to _under_ the
water is a cheat. Check out the cheat?






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Karen Pouelle
2005-03-17 21:07:29 UTC
Permalink
Post by Nick Warne
It isn't... it's defraction viewed from above to _under_ the water ala real
life

In real life, someone created that map such that viewed from above to _under
the water, nothing was visible. Excluding this effect from deathmatch (as
several other rendering cvars are) would be necessary so it could be enjoyed
in single player and co-op modes, otherwise its...

check out the cheat?





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Nick Warne
2005-03-17 21:11:44 UTC
Permalink
Post by Karen Pouelle
Post by Nick Warne
It isn't... it's defraction viewed from above to _under_ the water ala real
life
In real life, someone created that map such that viewed from above to
_under the water, nothing was visible. Excluding this effect from
deathmatch (as several other rendering cvars are) would be necessary so it
could be enjoyed in single player and co-op modes, otherwise its...
check out the cheat?
Video render effects are client side only, so a hacked ref_gl does this anyway
(ala wall hacks). Server doesn't control client video.

The image in question is to do with water reflection and defraction
experiments - nothing more and nothing less.

Nick
--
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
Karen Pouelle
2005-03-17 21:18:13 UTC
Permalink
Post by Nick Warne
The image in question is to do with water reflection and defraction
experiments - nothing more and nothing less.
So that's not a new standard being discussed in the standards forum as the
original post suggested? Ie. "look at yet another alpha hack" vs "we need to
make all water (in levels set transparent or not) have a reflective and
refractive index"?

Discussion of the alpha hack (fancy cheat) might include how to set
properties on the texture for reflective and defraction index (shiny and
density aspects of water below surface plane) as in real life.

Additional to the image in question is my comment that if included in
deathmatch, the effect is yet another client cheat feature.







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