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The Old Man
2002-09-01, 00:14
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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 29 Aug 2002 04:22 am Post subject: water's edges

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I'm making a map thats on a boat. I have my sky in and when I do a light compile, you can see the water's edge where it meets the sky.

I dont like this.

Do I...

make the map bigger. So the water edges are further away. I think they still will be visible. Wont this make it more laggier, or will the tris count be the same?

make blocks of caulk or something, near the water's edge, maybe casting a dark shadow ( if caulk does that, I dont know ).

changing the sky shader script. How I can do this I dont know. For my sky is on 5 surfaces. The lighting is perfect the way it is now, shining on my boat.

Make a lightgrid away from the edges?

Is there a way to make the water shader not accept too much light??

I thought I'd come here first before I try something and screw everything up.

Any suggestions???

thanks

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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 29 Aug 2002 05:59 am Post subject:

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For my battleship map which is also on open water I am using a sky with a fog parameter and will put in clips so players cannot get close enough to the edge to see it. Looks great I think : )

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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 29 Aug 2002 06:27 am Post subject:

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Is there a clip that can stop a player from seeing past the brush?

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Muffinman



Joined: 04 Aug 2002
Posts: 42
Location: Germany
Posted: 29 Aug 2002 09:49 pm Post subject:

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no not as far is i know - clips are always invisible. so u don't want to have fog in your map? well you could try to make some brushes one behind the other with a custom alpha texture on it which looks like dirtin the water. maby 2 or 3 brushes with this texture in a row could do some fog-similar effect under water...? well that's at least all i can think of at the moment
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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 30 Aug 2002 12:42 am Post subject:

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There is a new vis blocking tenique called an anti portel. I havent played with it yet but it may help.
http://www.quake3world.com/ubb/Forum6/HTML/022898.html

I think it requires updating to the latest q3map.

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tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 30 Aug 2002 02:42 am Post subject:

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thanks guys !!

Actually muffinman, I was thinking along the same lines.

An alpha texture, with a feathered mask, to blend the ( shade) in gradually.

I'll let you know how it goes.

I tried the fog sky shader. I messed around with the variables until it looked great on the ship's deck, but the the water went really fuzzy grey, it didnt look right.