Water Shaders and such

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Waverunner





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Water Shaders and such

Post by Waverunner »

I'm making a map, not nearly ready to tell any in detail information about it, but I need to know how to make my own water shader in guerilla. I want to make a custom colored water, other than blue. (dont ask me why)

I know you put a material name of water$! on the plane with the water, but do you have to make a shader, and how do you make one...

Thanks in advance :D
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x13igDudex12




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Post by x13igDudex12 »

ok...im going on a limn but im thinking a scenery or a shader invironment


wait....nvm....try a shader_transparent_water....im going to look at it now
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Waverunner





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Post by Waverunner »

Ill try that....
[users]Leg0





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Post by [users]Leg0 »

this might help.
gecko had green water in his lab map.
gecko753 wrote:surely. start with a fog plane, and for the shader, used "water" (w/o the ""s)

then, made a fog tag to be used as the green stuff. i think the key to making it look like it does is setting the opaque depth to 0.001. this makes it not fade to green around the edges where u can see how transparent it is. what u end up with is something that doesnt look like fog anymore. then i set density to around 0.75 and opaque depth to about 0.65, and i had it
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Post by gecko753 »

yay i was quoted!

anyways... in some skys, if you look way far down, u'll see some water. that stuff is from the shader "water". all it is really, is a bunch of bump maps moving accross each other to make it look like its rippled. the color of this water depends on the cubemap u use for it, so it starts off blue-ish because thats what the cubemap is.

since its basically clear, i just made the fog the color i wanted the water to be. i dont think that this is the best way to go around making water, but it worked for what i was doing
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