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Underwater_gui?


Sotha

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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.

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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

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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.

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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.

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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.

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[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

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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.

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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.

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