Water And Color

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">the effect in the distance</div> When under certain water, there is a fade effect in the distance. This seems to be tied to the water texture that is used. Is there any way to get this effect on custom water textures? I've found the halflife water textures to be far too bright when combined with an env_gamma.

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the effect is based on the color of the water-texture. on ns_agora for example the water cant be "seen" underwater: I guess its because the water texture is to "clean" to calculate. the standart ns water looks pretty dirty on distance. try different textures to find out the best looking. or just use some standart hl textures. the brighter + the more blue the texture is, the brighter will be the underwater view. or am I wrong?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited October 2004
    iirc it goes off the last colour of the palette; but I'm not 100% on that. I recall there being an article on it somewhere.

    [EDIT] Well I was close
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.telefragged.com/wally/Texture_Tutorial.htm' target='_blank'>http://www.telefragged.com/wally/Texture_Tutorial.htm</a>
    Fog color is handled by certain color registers in the texture: a color register is a palette location.  Color register 0 is the first color of the palette, color register 255 is the last.  Fog color is handled by color register 3 in a water texture, and the fog density is handled by color register 4.  The density value is drawn from the R value of that register (G and B are ignored), so pure red is the densest fog and black is the least dense fog.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-Mouse+Oct 9 2004, 07:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Oct 9 2004, 07:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> iirc it goes off the last colour of the palette; but I'm not 100% on that. I recall there being an article on it somewhere.

    [EDIT] Well I was close
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.telefragged.com/wally/Texture_Tutorial.htm' target='_blank'>http://www.telefragged.com/wally/Texture_Tutorial.htm</a>
    Fog color is handled by certain color registers in the texture: a color register is a palette location.  Color register 0 is the first color of the palette, color register 255 is the last.  Fog color is handled by color register 3 in a water texture, and the fog density is handled by color register 4.  The density value is drawn from the R value of that register (G and B are ignored), so pure red is the densest fog and black is the least dense fog.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    holy cow, thanks man
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
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