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Topic: SS2 Necro Water Read 7480 times  

673fb4d9ad294voodoo47

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Tags: °texture °MTL °SS2

This is the hires water from Necrobob's Thief texture pack - it works surprisingly well with SS2. Extract and load with a NewDark mod manager.  a cubemap effect is provided as an additional download - I don't think it fits particularly well, but if you feel like you really have to have an additional sort of reflective effect over the water surface, then give it a go (needs to be extracted to the necro water folder).

Made by Necrobob and Jermi.
« Last Edit: 09. July 2019, 20:43:10 by voodoo47 »

673fb4d9ad62aRocketMan

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Would you say this water mod closely resembles the aesthetic of the vanilla water but just at a higher resolution?  I rather enjoyed the original water.  Sure it was only 4 FPS and really low res but personally I would have been quite happy with higher res (redrawn of course) and 20 FPS or something.  Then again I'm also weirdly attached to certain details against all logic so... :P

673fb4d9ad791voodoo47

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that's actually the reason why I posted it here - of all the hires waters available, this one is (probably) visually closest to the original.

673fb4d9ad903ZylonBane

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I'll have to try this. I might want to steal it for SHTUP.  Bwahaha.

673fb4d9adbf5ZylonBane

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The archive seems to be missing a file. It's wanting to load an envmap "bluecube".

It's pretty good, but not what I'd call super close to the original Looking Glass water. This is an animated caustic effect, while the original is just two overlaid textures scrolling in different directions (albeit so fast and at such a low frame rate that you can barely tell that's what's happening).

673fb4d9add47voodoo47

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no such file ever existed anywhere as far as I'm aware. checked the mtls, I see no reference to bluecube (just bwatercube and gwatercube). //ah, I see it. looks like I've missed something. //heh, I actually like it better without the effect. attaching to this post for now, will decide what to do tomorrow.

and yeah, it's not super close, all I'm saying that from all the waters around, this one seems to fit the best.
« Last Edit: 14. October 2014, 20:46:14 by voodoo47 »

673fb4d9adfcfZylonBane

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Quote by bwatercube.mtl:
render_pass
{
texture tex/envmaps/bluecube
alpha 0.05
blend SRC_ALPHA ONE
uv_source PROJECTION
uv_mod SCALE 1 1
}

render_pass
{
texture $texture
shaded 1
}

673fb4d9ae20bYankee Clipper

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Looks good! But... I think the problem with all the water mods (and with the vanilla game) is they all use the same water look for all the water. Whether it's an ankle-deep water leak in engineering, the inches deep water in hydro, the waist deep water in hydro, the swimming pool on recreation, etc. It all has the same color, cleanliness, and surface smoothness. If the water is tweaked to look best in one of those settings, it doesn't look quite right in the others.

673fb4d9ae307voodoo47

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SCP will address this most probably, but certainly not in beta1.

673fb4d9ae49cmiracle.flame

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Though the envmap is missing it is still doing its job by making the water brighter and less transparent... removing the reference to envmap altogether will actually make the water lovely for crystal-clear-transparent-water lovers.

673fb4d9ae892ZylonBane

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Though the envmap is missing it is still doing its job
O_o

673fb4d9aea39miracle.flame

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What's wrong ZB?  :) May I help somehow?

673fb4d9aec8dvoodoo47

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not sure what do you mean, but you can get the cubemap as an additional download.

673fb4d9aeddamiracle.flame

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Oh... missed that one... Nevertheless as I have said the stuff does something even when the texture is not found... you can turn water into milk by changing alpha to 0.50... of course there is no pattern involved as desired by envmap but the engine essentially uses "blank" picture when none is found.
« Last Edit: 15. October 2014, 15:14:03 by miracle.freak »

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