Difference between revisions of "Mapping:HowTo:Realistic Water"
(Created page with "For Majki With love <3 Category:Mapping:HowTo") |
Majkifajki (talk | contribs) (First version of Norman's tutorial.) |
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− | + | '''The Textures''' | |
+ | |||
+ | First, we take care of the textures we will need. The texture "water" is a normal .jpg (RGB-mode saved in 'Baseline-Standard'). | ||
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+ | |||
+ | [[File:Fancywater.jpg]] | ||
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+ | |||
+ | |||
+ | |||
+ | |||
+ | "env_water" is our environment texture and also a .jpg (RGB-mode saved in 'Baseline-Standard'). To get it we have have to build a testmap. That testmap should consist of the skybox (with lighting), a skyportal (if needed) including your basic/background terrain and an info_playerstart. After compile you start the map (devmap [mapname]) and type following two commands into the console: | ||
+ | |||
+ | <pre>cg_draw2d 0 | ||
+ | cg_drawgun 0</pre> | ||
+ | |||
+ | |||
+ | After that you change into first-person view and take 2 screenshots of the map. Just go in the middle of your map and take a shot after every 90° while turning around. If possible, avoid very bright spots on those screenshots. | ||
+ | |||
+ | [[File:Realisticwater2.jpg]] [[File:Realisticwater3.jpg]] | ||
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+ | |||
+ | |||
+ | Now merge both pics together by using a graphics program such as Photoshop or GIMP. Then scale it till it has a texture format (1024x1024 pixel should be more than enough). Now use the Motion Blur Filter to make it unsharp. Last but not least bright it up around 75% and save it as .jpg (RGB-mode saved in 'Baseline-Standard'). | ||
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+ | |||
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+ | [[File:Env realisticwater.jpg]] | ||
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+ | '''The Shader''' | ||
+ | <pre>textures/mymap/fancywater // name of the texture (in Radiant) | ||
+ | { | ||
+ | qer_editorimage textures/mymap/fancywater // picture of the shader in Radiant | ||
+ | sort banner // depth sorting of shaders | ||
+ | qer_trans 0.8 // transparency in Radiant | ||
+ | surfaceparm nonsolid // surface is non solid | ||
+ | surfaceparm nonopaque // surface is transparent | ||
+ | surfaceparm trans // surface is transparent 2 | ||
+ | surfaceparm water // water characteristics | ||
+ | q3map_material Water // water characteristics 2 | ||
+ | tessSize 128 // divides Brushes into 128x128 Brushes | ||
+ | deformvertexes normal 0.1 1.85 // undulation | ||
+ | deformvertexes wave 128 sin 0 1 0.3 2 // undulation 2 | ||
+ | { | ||
+ | map textures/mymap/fancywater // basic texture | ||
+ | blendFunc GL_ONE GL_SRC_ALPHA // transparency | ||
+ | rgbGen const ( 0.5 0.5 0.5 ) // weakens colors 50% | ||
+ | alphaFunc GE128 // filters black | ||
+ | alphaGen const 1.0 // alpha-channel attitudes | ||
+ | tcmod scroll 0 -0.25 // texture scrolling (optional) | ||
+ | } | ||
+ | { | ||
+ | map textures/mymap/env_fancywater // environment texture (reflectivity) | ||
+ | tcGen environment // makes this an environment stage | ||
+ | rgbGen const ( 0.5 0.4 0.4 ) // (red stronger than green & blue) | ||
+ | blendFunc GL_ONE GL_ONE // transparency | ||
+ | } | ||
+ | { | ||
+ | map textures/mymap/env_fancywater // environment texture (reflectivity) | ||
+ | tcGen environment // makes this an environment stage | ||
+ | blendFunc GL_DST_COLOR GL_ZERO // transparency | ||
+ | } | ||
+ | { | ||
+ | map $lightmap // lightmap stage | ||
+ | blendFunc GL_DST_COLOR GL_ZERO // transparency | ||
+ | } | ||
+ | }</pre> | ||
+ | |||
+ | |||
+ | Pack shader and texture into a .pk3 and move it into your base folder. Also, don't forget to put shader.file containing water texture in your shaderlist.txt. | ||
+ | |||
+ | |||
+ | '''Ingame''' | ||
+ | |||
+ | To use the new water, create a brush and give it the "system/caulk_water" texture. Now select the visible sites of the brush (ctrl+shift+alt+left mouse button in 3d window) and give those the new "mymap/water" texture. | ||
+ | |||
+ | |||
+ | [[File:Realisticwater5.jpg]] | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | Compilation time! | ||
+ | |||
+ | |||
+ | [[File:Realisticwater6.jpg]] | ||
+ | |||
+ | |||
+ | '''Editor's note:''' | ||
+ | <pre>This article is based on Norman Paschke's tutorial. CMM Wiki Editors has copied it with author's permission.</pre> | ||
+ | |||
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[[Category:Mapping:HowTo]] | [[Category:Mapping:HowTo]] |
Revision as of 10:10, 23 August 2011
The Textures
First, we take care of the textures we will need. The texture "water" is a normal .jpg (RGB-mode saved in 'Baseline-Standard').
"env_water" is our environment texture and also a .jpg (RGB-mode saved in 'Baseline-Standard'). To get it we have have to build a testmap. That testmap should consist of the skybox (with lighting), a skyportal (if needed) including your basic/background terrain and an info_playerstart. After compile you start the map (devmap [mapname]) and type following two commands into the console:
cg_draw2d 0 cg_drawgun 0
After that you change into first-person view and take 2 screenshots of the map. Just go in the middle of your map and take a shot after every 90° while turning around. If possible, avoid very bright spots on those screenshots.
Now merge both pics together by using a graphics program such as Photoshop or GIMP. Then scale it till it has a texture format (1024x1024 pixel should be more than enough). Now use the Motion Blur Filter to make it unsharp. Last but not least bright it up around 75% and save it as .jpg (RGB-mode saved in 'Baseline-Standard').
The Shader
textures/mymap/fancywater // name of the texture (in Radiant) { qer_editorimage textures/mymap/fancywater // picture of the shader in Radiant sort banner // depth sorting of shaders qer_trans 0.8 // transparency in Radiant surfaceparm nonsolid // surface is non solid surfaceparm nonopaque // surface is transparent surfaceparm trans // surface is transparent 2 surfaceparm water // water characteristics q3map_material Water // water characteristics 2 tessSize 128 // divides Brushes into 128x128 Brushes deformvertexes normal 0.1 1.85 // undulation deformvertexes wave 128 sin 0 1 0.3 2 // undulation 2 { map textures/mymap/fancywater // basic texture blendFunc GL_ONE GL_SRC_ALPHA // transparency rgbGen const ( 0.5 0.5 0.5 ) // weakens colors 50% alphaFunc GE128 // filters black alphaGen const 1.0 // alpha-channel attitudes tcmod scroll 0 -0.25 // texture scrolling (optional) } { map textures/mymap/env_fancywater // environment texture (reflectivity) tcGen environment // makes this an environment stage rgbGen const ( 0.5 0.4 0.4 ) // (red stronger than green & blue) blendFunc GL_ONE GL_ONE // transparency } { map textures/mymap/env_fancywater // environment texture (reflectivity) tcGen environment // makes this an environment stage blendFunc GL_DST_COLOR GL_ZERO // transparency } { map $lightmap // lightmap stage blendFunc GL_DST_COLOR GL_ZERO // transparency } }
Pack shader and texture into a .pk3 and move it into your base folder. Also, don't forget to put shader.file containing water texture in your shaderlist.txt.
Ingame
To use the new water, create a brush and give it the "system/caulk_water" texture. Now select the visible sites of the brush (ctrl+shift+alt+left mouse button in 3d window) and give those the new "mymap/water" texture.
Compilation time!
Editor's note:
This article is based on Norman Paschke's tutorial. CMM Wiki Editors has copied it with author's permission.