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Half-Life 2: Custom Water Shaders

  • Squirrelly
  • August 13, 2006 at 9:03 PM
  • Warby
    • August 14, 2006 at 1:14 PM
    • #21

    he ment writie a 3d app plugin that generates seamless vertex animations/ fluid simulations that you can render afterwarts

  • Xadeko
    • August 14, 2006 at 2:08 PM
    • #22

    so nice

    only thing, the water moves quite fast, i dont know what kind of area it is but normal water doesn't move so mixed and fast,

    but besides that i realy like it.

  • Sa74n
    • August 14, 2006 at 3:18 PM
    • #23

    the water dudv maps for hl2 is definitely generated from some fluid gen tool (that they probably made themselves, dunno)

    afaik there are free tools on the web to do this stuff. just try out different parameters.

  • Squirrelly
    • August 14, 2006 at 3:54 PM
    • #24

    Basically Half-Life 2 water is generated from 29 heightmaps, 29 DUDV maps, and 29 normal maps all compiled together and seamed. My version has 32 of each, so more frames. I basically started out with the heightmap creation in Photoshop (hand painted) which took me about a week to get perfect, as it was a bitch for it to be as seamless as possible. The next step was generating the DUDV and normal maps which took patience to get right except it was a lot easier than creating the heightmaps by hand. As I stated earlier, this is NOT a HLSL shader, but due to the fact it contains a DUDV map I personally like to call it a shader.

    And the seam has been fixed! Like I said earlier, one of the normal map frames was missing in the compile but all is well now.

  • Sindwiller
    • August 14, 2006 at 4:12 PM
    • #25

    Im sure you can config in one of those proxies to play all those frames slower. Or am i missing something?

    Wfr, Sindwiller

  • Squirrelly
    • August 14, 2006 at 5:05 PM
    • #26

    That's most likely configured in the .VMT, which I have honestly yet to find. It seems to be hiding...

  • Ginger Lord
    • August 14, 2006 at 5:57 PM
    • #27

    It's odd, doesnt look like water more like some alive liquid being.

  • D3ads
    • August 14, 2006 at 6:36 PM
    • #28

    Well I prefer the default version myself but good effort anyhow

  • Sindwiller
    • August 14, 2006 at 7:14 PM
    • #29
    Quote from Squirrelly

    That's most likely configured in the .VMT, which I have honestly yet to find. It seems to be hiding...

    Oh, i thought you had find the VMT and rewrited it?

    Wfr, Sindwiller

  • Sindwiller
    • August 15, 2006 at 10:38 AM
    • #30

    http://developer.valvesoftware.com/wiki/Water_Shader <--- (Almost) everything stands here!

    Wfr, Sindwiller

  • Defrag
    • August 15, 2006 at 11:49 AM
    • #31

    A custom shader is actually coding the vertex/fragment shaders yourself so it's a little misleading to call it a custom shader, as the code is the same but the materials are different. I'd personally call it a custom water material or similar

    Looks nice btw, but it repeats a bit much and has too much noise for my liking. I know how tough it is to make a nice normal / dudv map for water, so anything that looks pretty nice is a job well done

  • BaRRaKID
    • August 21, 2006 at 1:09 PM
    • #32

    Slayera from interlopers was one of the first to really go into the water shader of source, here is a tut from him explaining it in detail:

    http://www.interlopers.net/forum/viewtopic.php?t=8062

  • Squirrelly
    • August 21, 2006 at 11:15 PM
    • #33

    He doesn't modify the Height, DUDV, and Normal, which basically give what type of properties the water itself will have.

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