[SOLVED] Water reflection breaks with HDR



  • Images say it all.

    "Water"
    {
    	"%tooltexture" "dev/water_normal"
    
    	"$abovewater" 1
    
    	"$reflectamount" "0.05"
    
    	"$cheapwaterstartdistance" "5000"
    	"$cheapwaterenddistance" "10000"
    
    	"$scale" "[.05 .05]"
    
    	"$bumpmap" "dev/water_dudv"
    	"$normalmap" "dev/water_normal"
    	"$envmap" "env_cubemap"
    
    	"%compilewater" 1
    	"$surfaceprop" "water"
    	"$bottommaterial" "dev/dev_waterbeneath2"
    	"$bumpframe" "0"
    
    	"$fogenable" 1
    	"$fogcolor" "[.05 .18 0.15]"
    	"$fogstart" 25
    	"$fogend" 75
    
    	"Proxies"
    	{
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$bumpframe"
    			"animatedtextureframerate" 16.00
    		}
    
    		"TextureScroll"
    		{
    			"texturescrollvar" "$bumptransform"
    			"texturescrollrate" .01
    			"texturescrollangle" 45.00
    		}
    
    		"WaterLOD"
    		{
    		}
    	}
    }
    




  • Images say it all.

    "Water"
    {
    	"%tooltexture" "dev/water_normal"
    
    	"$abovewater" 1
    
    	"$reflectamount" "0.05"
    
    	"$cheapwaterstartdistance" "5000"
    	"$cheapwaterenddistance" "10000"
    
    	"$scale" "[.05 .05]"
    
    	"$bumpmap" "dev/water_dudv"
    	"$normalmap" "dev/water_normal"
    	"$envmap" "env_cubemap"
    
    	"%compilewater" 1
    	"$surfaceprop" "water"
    	"$bottommaterial" "dev/dev_waterbeneath2"
    	"$bumpframe" "0"
    
    	"$fogenable" 1
    	"$fogcolor" "[.05 .18 0.15]"
    	"$fogstart" 25
    	"$fogend" 75
    
    	"Proxies"
    	{
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$bumpframe"
    			"animatedtextureframerate" 16.00
    		}
    
    		"TextureScroll"
    		{
    			"texturescrollvar" "$bumptransform"
    			"texturescrollrate" .01
    			"texturescrollangle" 45.00
    		}
    
    		"WaterLOD"
    		{
    		}
    	}
    }
    



  • Administrators

    hdr is shit anyway.



  • Fixed it myself and reverted some of the stuff. All I had to do was remove the dx9 stuff.

    "Water"
    {
    	"%tooltexture" "dev/water_normal"
    	"$refracttexture" "_rt_WaterRefraction"
    
    	"$abovewater" 1
    
    	//"$refracttint" "[.7 .7 .2]"
    	//"$reflecttint" "[1 1 0.9]"
    	"$reflectamount" ".2"
    
    	"$cheapwaterstartdistance" "500"
    	"$cheapwaterenddistance" "1000"
    
    		"$reflecttexture" "_rt_WaterReflection"
    		"$reflectentities" 1
    
    	"$scale" "[.5 .5]"
    
    	"$bumpmap" "dev/water_dudv"
    	"$normalmap" "dev/water_normal"
    	"$envmap" "env_cubemap"
    
    	"%compilewater" 1
    	"$surfaceprop" "water"
    	"$bottommaterial" "dev/dev_waterbeneath2"
    	"$bumpframe" "0"
    
    	"$fogenable" 1
    	"$fogcolor" "[.0 .1 .12]"
    	"$fogstart" 0
    	"$fogend" 50
    
    	"Proxies"
    	{
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$bumpframe"
    			"animatedtextureframerate" 16.00
    		}
    
    		"TextureScroll"
    		{
    			"texturescrollvar" "$bumptransform"
    			"texturescrollrate" .01
    			"texturescrollangle" 45.00
    		}
    
    		"WaterLOD"
    		{
    		}
    	}
    }
    

  • Game Admins

    I asked you to to remove the DX9 stuff and you told me it made no difference.


  • Banned

    Why are you using hdr anyways? Based on those two images the map looks a lot better in the one without hdr.



  • @Benjy:

    I asked you to to remove the DX9 stuff and you told me it made no difference.

    I thought you meant remove the contents of DX9.

    @Kolmio:

    Why are you using hdr anyways? Based on those two images the map looks a lot better in the one without hdr.

    The hdr there does look like crap because it’s not toned. I never play with it in the first place, it’s purely for people who do and to get nice pictures.


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