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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Killpixel 
It's Unity or Custom stuff? 
Killpixel 
Is this FX intended to be included in Quakespasm, eventually ? 
 
@khreathor - custom stuff currently running in quake/darkplaces.

@Barnak - Not that I know of. I'm not associated with the QS team, I don't even program :P 
 
Water sheet looks awesome, I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water. 
Looks Really Sweet Killpixel! 
 
Ruiner 
I have been working on and off on a map for AD since the middle of October. I originally planned to release it by the end of the year but RetroJam 6 got in the way (and totally fine with that!)

In order to keep the mojo going, here is a random WIP shot from the map. It is entitled Ruiner (ad_ruiner)

I really have no idea on the release date, but I hope to get beta testing going soonish!

http://www.quaketastic.com/files/screen_shots/ruiner.jpg

*Taken from not my desktop at home so the resolution is lower but meh!* 
Bloouugughhhh. 
That looks cool.

Killpixel, that works surprisingly well with low-rez assets! 
 
Killpixel that looks awesome

Bloughsburgh can't wait to play it. I love knave maps. 
Bloughsburgh 
Locks is great :) 
Hype Is Great. 
2017 will be the best year~ 
Even More Shader Stuff + A Technical Question 
this is the last one for a while, i promise. waterfall, now with refraction. and something that's been on my to-do list for a long time, dp_water. i prefer this over my previous water test.

I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.

well, you can. this is basically quake in darkplaces. if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results. these assets were made hastily for the sole purpose of getting it working. the waterfall is just noise with a directional blur and some squiggly lines to break up the uniformity. the normal map used for the dp_water was generated from an image created with the "render clouds" filter in photoshop.

technical question, probably for the engine folks

you may have noticed the bright seam along the edges of the dp_water caused by the reflection distortion revealing reflections that should be obscured by geometry. this is just plain awful with fog and/or skyboxes. can anyone point me in the direction of a reasonable "fix"? I have some pretty hacky ideas map-side, but they're just a band-aid.

another strange thing, that's not something that needs "fixed", but worth noting. when reducing r_water_resolutionmultiplier value, you have to increase the offset of decals else their reflection will z-fight. 
Killpixel 
you could try stretching the water texture a few units out on each side. I've used this cheap method to hide texture seams in other engines. Unsure if it will work here as shaders are involved but worth a thought? 
 
Yeah, I'm afraid that doesn't work :/ thanks, though. 
Killpixel: 
are you talking about the weird artifacts seen in this screenshot?

http://quakeone.com/~files/water_dm3_9NC.jpg

The reflected image has weird cracks along the waterline? 
Yessir 
 
 
yeah those bug me too. 
More On This 
setting r_water_reflectdistort to 0 will solve the problem (aside from a hairline seam, which is made more obvious by linear texture filtering and AA) but at the cost of no reflection distortion.

I thought about using cubemaps instead of realtime reflections but AFAIK you can only have one cumbemap per level and you can't link specific cubemaps to specific water brushes. You would still need realtime entity reflections too... and light styles. 
Found A Solution 
https://www.youtube.com/watch?v=qgDPSnZPGMA

in this example, by knowing the depth of the water you can find the edges and alphablend the reflection/refraction distortion.

this is similar to my janky map-side solution which is to use water "trim", i.e. water brushes without distortion to run along the edges of geometry. 
 
yeah, the only reliable solution is to compare the depth values from the refraction fbo to the water surface.
if you're trying to do nice sandy beaches, that distance in depth can also be used to determine how much surf to include (which is even better for obscuring any boundary issues).
of course, that gets a bit fancy.

the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas. 
 
the only reliable solution is to compare the depth values from the refraction fbo to the water surface.

interesting. thanks for confirming that. I'll look more into this. I have a question, though:

the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas.

could that be enlarged slightly so as not to reveal any unwanted areas? that might look pretty bad though. Maybe a parallel frame rendered at a slightly higher rez/aspect ratio so the scale and pixel density is the same but you have "extra" image on all sides preventing unwanted reflections. this is probably pretty resource heavy :/ 
 
using the current backbuffer as the refraction image is generally sufficient to hide the glitches that you're referring to thanks to them normally only being a few pixels anyway. the 'new' glitches appear from the viewmodel etc overlapping water, giving a sort of halo. Copying the backbuffer like that is actually more efficient than re-rendering half the scene, so if it wasn't for the viewmodel and opaque water vising this would probably be the preferred option.

another possibility is to try nudging the refraction image up by a few pixels, you might get some boundary clamping at the bottom of the screen (or you could extend the size of the refraction texture offscreen, assuming you're in to engine modifications), but it should help hide the cracks a little better. 
 
if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results.
I wouldn't know what to do! If no-one else is up to the task, having the source files would be a first step towards learning the know-how.

setting r_water_reflectdistort to 0 will solve the problem but at the cost of no reflection distortion.
I talked about that with Seven once, his answer was not to set this cvar to 0 but instead to lower both this one and r_water_refractdistort. But...

Found A Solution
If you've really found a way to fix it without modifying the cvars, once you implement it in your game it would be super mega awesome if you'd be so kind as to update DP-water with your fix for all us quakers to enjoy. 
 
@spike - hrm, interesting ideas. it seems using depth values is the most correct way to do it.

@mugwump - here's the source. You'll probably have to tweak the shader for q1, or at least the texture paths. Looks at existing shaders created for q1, like pretty water, to get an idea. Here's the q3 shader manual for reference if you get stuck on something.

update DP-water with your fix for all us quakers to enjoy.

This is on the to-do list, but not the top, so it's a ways out. But, when it's done the source will be publicly available.

Ok, I'm done spamming the fuck outta this thread for a while :P 
Thanks Killpixel 
I'll look into it. 
 
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