Sindwiller Posted August 14, 2006 Report Posted August 14, 2006 The normalmap is still to strong. Calm it down and noise it a bit. Wfr, Sindwiller Quote
Dennispls Posted August 14, 2006 Report Posted August 14, 2006 yeah i still like the default one better Quote
Warby Posted August 14, 2006 Report Posted August 14, 2006 when i first read custom water shader i was mad exited the hl2 water shader doesnt do anything phenomenal that other games cant do (actual most games do the exact same stuff a second scene render + fersnel + distortion + volumetric fog below all on an animated normal map or on some scrollign normal layers) BUT that animted normal map from hl2 IS JUST SOOOOOOO DAMN GOOD !!!!!!!! it looks 10 kabillion times better than what any other game has to offer ... when ever i see somthign like this i want to try to up the bar another notch and make an even cooler animated normal map but i just have absolutly no idea how make one that tiles properly so i toughed that you might have found the answer for me unfortunalty this screenshot shows that you have the same problem: seam on the left or not... MAD KUDOS keep up the great work Quote
sensee Posted August 14, 2006 Report Posted August 14, 2006 i think you have to "code" such textures. dont ask my how... Quote
Sindwiller Posted August 14, 2006 Report Posted August 14, 2006 i think you have to "code" such textures. dont ask my how... You need to write proper material shaders. Thats no coding at all. Wfr, Sindwiller Quote
Warby Posted August 14, 2006 Report Posted August 14, 2006 he ment writie a 3d app plugin that generates seamless vertex animations/ fluid simulations that you can render afterwarts Quote
Xadeko Posted August 14, 2006 Report Posted August 14, 2006 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. Quote
Sa74n Posted August 14, 2006 Report Posted August 14, 2006 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. Quote
Squirrelly Posted August 14, 2006 Author Report Posted August 14, 2006 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. Quote
Sindwiller Posted August 14, 2006 Report Posted August 14, 2006 Im sure you can config in one of those proxies to play all those frames slower. Or am i missing something? Wfr, Sindwiller Quote
Squirrelly Posted August 14, 2006 Author Report Posted August 14, 2006 That's most likely configured in the .VMT, which I have honestly yet to find. It seems to be hiding... Quote
Ginger Lord Posted August 14, 2006 Report Posted August 14, 2006 It's odd, doesnt look like water more like some alive liquid being. Quote
D3ads Posted August 14, 2006 Report Posted August 14, 2006 Well I prefer the default version myself but good effort anyhow Quote
Sindwiller Posted August 14, 2006 Report Posted August 14, 2006 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 Quote
Sindwiller Posted August 15, 2006 Report Posted August 15, 2006 http://developer.valvesoftware.com/wiki/Water_Shader <--- (Almost) everything stands here! Wfr, Sindwiller Quote
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