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Re: water shader (real-time reflections) [Re: HenWoll] #463963
01/09/17 21:28
01/09/17 21:28
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
I am now testing it in the shade-c example 2 but the reflections are still not working entirely correct (only the pillar and car windows), this is what I am getting (1st pic is with sc_screen_default.settings.forward.enabled = 1; , 2nd pic is with sc_screen_default.settings.forward.enabled = 0;):

ps: it looks a bit weird since I removed the concrete floor and added a water.mdl with null action but with shade-c material as floor (below the mirrored water model).




Last edited by Reconnoiter; 01/09/17 21:30.
Re: water shader (real-time reflections) [Re: Reconnoiter] #463998
01/12/17 16:13
01/12/17 16:13
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Finally some luck with Steempipe's water shader from 2004 grin (+ quick and dirty added alphachannel). Would be even cooler if it would support shade-c lights but I dont think that is possible, atleast it moves. laugh

[ location: Shadermodel 1.0-1.4 folder from the Massive 3DGS Shadercollection lite c ]



(With original texture which has no added alphachannel)

Last edited by Reconnoiter; 01/12/17 16:16.
Re: water shader (real-time reflections) [Re: Reconnoiter] #465499
05/01/17 00:51
05/01/17 00:51
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
I think we need to update that 2004 POS... laugh Cool thing with the Alpha hack.

Can you send me that version? I don't have it. frown



Last edited by Steempipe; 05/01/17 01:03.
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