Jump to content
Sign in to follow this  
Squirrelly

Half-Life 2: Custom Water Shaders

Recommended Posts

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:

d1_canals_060002.jpg

seam on the left or not...

MAD KUDOS keep up the great work

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

so nice :cool:

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. :P

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.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...