As the thread title says, this is a CTF + Veh map.
It is an experiment I started some time ago with terrain and water surfaces plus the engine's particle system.
I'm not expert, so dont spect any good performance or gameplay from this my very first CTF map.
Waterland 1.0:
https://www.dropbox.com/s/eed73yhyhpm66i...0.pk3?dl=0
Enjoy
Updated 05-Nov-2017:
Waterland 1.1:
https://www.dropbox.com/s/4oj4sdkqfxg4sp...1.pk3?dl=0
Changelog:
Waterland 1.0 (15-Oct-2017)
---------------------------------------
First release of the map.
Waterland 1.1 (05-Nov-2017)
----------------------------------------
WATER:
Version 1.0 (old)
The water was made with 2 blended surfaces:
- 100% transparent bottom surface with the water effects provided by
"dpWater" shader directive (reflection & refraction).
- Top surface which adds color and different opacity levels.
Version 1.1 (new)
A totally different aproach:
- Only one surface with more reflect effect, more color and same different
opacity levels.
- The water surface is now made with a trisoup of brushes converted to
3x ASE models and manipulated like if it were terrain surfaces:
- "alphaGen vertex" directive to enable vertex-controlled transparency.
- Use of "alphaMod" brushes to set the different values for opacity.
- "surfaceparm water", "surfaceparm nonsolid" and "surfaceparm noimpact"
directives are of NO use here, remember: the water is 3x ASE models now.
LIGHT:
Slighty different lighting to have more prominent shadow edges:
- q3map_sunExt ... <deviance> <samples> (1 for deviance instead of 2)
- No "q3map_lightmapFilterRadius 16 0" in terrain shaders anymore.
PARTICLES:
The new water surface has forced me to redo the waves efect:
- Avoiding Z-Fight seems harder now.
- Now, the waves does not look fine anymore from top-of-water/underwater at
the same time, remember: I'm using a lot of reflection in the top side of
the water while none underwater.
It is an experiment I started some time ago with terrain and water surfaces plus the engine's particle system.
I'm not expert, so dont spect any good performance or gameplay from this my very first CTF map.
Waterland 1.0:
https://www.dropbox.com/s/eed73yhyhpm66i...0.pk3?dl=0
Enjoy
Updated 05-Nov-2017:
Waterland 1.1:
https://www.dropbox.com/s/4oj4sdkqfxg4sp...1.pk3?dl=0
Changelog:
Waterland 1.0 (15-Oct-2017)
---------------------------------------
First release of the map.
Waterland 1.1 (05-Nov-2017)
----------------------------------------
WATER:
Version 1.0 (old)
The water was made with 2 blended surfaces:
- 100% transparent bottom surface with the water effects provided by
"dpWater" shader directive (reflection & refraction).
- Top surface which adds color and different opacity levels.
Version 1.1 (new)
A totally different aproach:
- Only one surface with more reflect effect, more color and same different
opacity levels.
- The water surface is now made with a trisoup of brushes converted to
3x ASE models and manipulated like if it were terrain surfaces:
- "alphaGen vertex" directive to enable vertex-controlled transparency.
- Use of "alphaMod" brushes to set the different values for opacity.
- "surfaceparm water", "surfaceparm nonsolid" and "surfaceparm noimpact"
directives are of NO use here, remember: the water is 3x ASE models now.
LIGHT:
Slighty different lighting to have more prominent shadow edges:
- q3map_sunExt ... <deviance> <samples> (1 for deviance instead of 2)
- No "q3map_lightmapFilterRadius 16 0" in terrain shaders anymore.
PARTICLES:
The new water surface has forced me to redo the waves efect:
- Avoiding Z-Fight seems harder now.
- Now, the waves does not look fine anymore from top-of-water/underwater at
the same time, remember: I'm using a lot of reflection in the top side of
the water while none underwater.