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12 New underwater overlays & surfaces to match


Fidcal

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I've commited 12 new underwater guis and 12 new overlay defs using Dram's new method where the gui name is added as a spawnarg to the water entity. The guis have different colours and thicknesses of murk. The images committed are tiny - only 3 needed and each is only 64 x 64. These can also be used to complement water surface textures so the surface murk matches that underwater. There is a new test map test/water_murk2.map. This has 12 side tanks and 4 larger corner tanks. It's reasonably lit with a few models thrown in and the player has a lantern (I think I saw an 'acquired' message at start so that may need fixing?)

 

The guis range through eg, green_thinmurk, midmurk, thickmurk, and the same for blue, greengrey, and bluegrey, 12 in all. Default is green_thinkmurk.

 

The method used to match the surface is an extra patch at the surface with the same material as the gui uses. I used this with angua's water_green, water_colored (which is really uncolored, ie, grey) and I added a new variant water_blue which is a pale smoky blue I guess. I hoping one day someone might find a way to merge these into one texture def but I can't see how.

 

So, the side tanks uses the water_colored surface (uncolored) with the various new overlays both at the surface and as underwater overlay. These each have a different alpha to give the different transparency/murk. There is enough colour in the new textures to colour the surface but also tested in the four bigger corner tanks is water_green and water_blue surfaces with various combinations to give a richer colour if needed.

 

The new overlays can also be used just as a flat plain water surface. I'm not sure if they need something adding like 'water' to the def if so.

 

I'll document all this on the wiki eventually but basically mappers:

 

Create water entity

Give it water_colored surface

Edit the default gui spawnarg if needed shown in the editor to the colour/murk you want.

Make a patch from the water body and move it to the surface

Give it the same colour/murk texture as the gui.

 

Comments welcome if anyone wants to test. I've not given a thorough test myself yet. I'm hoping these might be good enough for Release 1 as the basic Dark Mod default but I'm sure in the future we can improve on water. Maybe after release someone outside will have some bright ideas to contribute.

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Very nice stuff. :)

 

The water_colored texture is set up to use the _color spawn arg, so you could give it any color you want (although the transparency is fixed and the colors tend to look a bit washed out).

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I just went through both test maps, those are very nice.

 

I like the vareity and visibility differences.

 

Nice job :-)

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