Jump to content
The Dark Mod Forums

Underwater_gui?


Sotha

Recommended Posts

The water entities have the possibility of giving an "underwater_gui" -spawnarg, as described here:

http://wiki.thedarkm...php?title=Water

 

Do these really matter? I made two similar water entities and gave them different underwater_guis.

(underwater_green_thinmurk.gui and underwater_bluegrey_thickmurk.gui)

 

Both look exactly the same when the player swims in it. Reading the wiki article made me feel you could change the in-water appearance with this gui overlay. Maybe something is wrong as it has no effect?

 

A gui overlay is something that is painted on top of the player view when they are in water, right?

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Did you texture the water surface with water_source/water_colored?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

A gui overlay is something that is painted on top of the player view when they are in water, right?

 

Yes. They should look different, but I've never explored them.

Link to comment
Share on other sites

you need a patch brush on the surface of the water with either the thinmurk, thickmurk, midmurk textures on it for the gui to work, but those textures are in the water_source directory outside the darkmod directory in the media browser in dark radiant, even though it does say they are tdm defined textures. don't know why the information about the patch brush is missing from the wiki.

Link to comment
Share on other sites

So now I got me:

atdm:liquid_water, with "water_colored" on the top face.

underwater_gui of this points to "underwater_green_thickmurk.gui"

 

On top air-water interface there is a f_s decal patch, with textures/water_source/green_plain_flat_thickmurk

 

Ingame I see a puddle of greel fluid, looks good. When I jump in to swim in it, I do not get a green overlay in the water. The water is crystal clear with icky-murky-green air-water interface. So the patch paints the water surface as it should, but the water murkiness overlay is not painted on players face when he is in the water.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

[deleted]

 

Nevermind

 

 

I guess you could reach the desired effect with an ambient light in there.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

That entity is exactly the same as the normal water entity, except it has a "murkiness" -parameter, which - I think - only applies a lightgem bonus.

I tested that and did not get any murkiness.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

The problem is that the spawnarg is incorrect.

 

Rather than

 

"underwater_gui" "underwater_green_thickmurk.gui"

 

it should be

 

"underwater_gui" "guis/underwater/underwater_green_thickmurk.gui"

 

I corrected the Swimmable Water wiki page so it includes the full relative pathname.

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...