@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