-
Notifications
You must be signed in to change notification settings - Fork 40
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
r_wateralpha < 1
rendering issues
#210
Comments
afaik this happens when a map vis isn't compiled for transparent water.
there are versions of the maps that are, including the rereleased versions
correct behavior in this case would be to recognize if map has transparent
vis and turn off wateralpha but sounds unlikely that it's possible
…On Wed, 9 Aug 2023, 19.45 fhomolka, ***@***.***> wrote:
Games Tested: Quake 1
r_wateralpha has a few issues.
-
At a distance, the brushes behind the liquid are not drawn unless the
player or an entity casting light are near it. This causes the transparent,
warping texture, to appear smeared.
Smeared:
[image: fte-20230809134112-0]
<https://user-images.githubusercontent.com/21170980/259394297-10ad92fe-bec5-4111-b9cd-9ea565ba8dcf.png>
Light in water:
[image: fte-20230809134119-0]
<https://user-images.githubusercontent.com/21170980/259394366-423f4f20-46b9-4fd0-ae18-146d07877ba9.png>
-
At some parts of the map, it acts as straight up wallhacks. The
specific case seems to be that there must be only the void between the
space the player is in, and the loaded space
[image: clipboard]
<https://user-images.githubusercontent.com/21170980/259394716-7dfd718c-9804-4ab9-b3d9-e51f00cc05ab.png>
—
Reply to this email directly, view it on GitHub
<#210>, or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ACTIJLJBQVB4BP5XMMDKK7LXUNZ57ANCNFSM6AAAAAA3J34TXE>
.
You are receiving this because you are subscribed to this thread.Message
ID: ***@***.***>
|
Ah yes, you're right! |
I am not sure there is a way to figure out if something is patched with watervis. How watervis works is like this, you take a .bsp and run the Edit: Response from Spike:
|
Yeah, QSS has some detection. The message there says "Map might not be water-vised", which is fine. This will usually appear in older maps, since most modern map compilers will watervis. So, it's one of those "is it worth it" deals |
Games Tested: Quake 1
r_wateralpha
has a few issues.At a distance, the brushes behind the liquid are not drawn unless the player or an entity casting light are near it. This causes the transparent, warping texture, to appear smeared.
Smeared:
Light in water:
At some parts of the map, it acts as straight up wallhacks. The specific case seems to be that there must be only the void between the space the player is in, and the loaded space
The text was updated successfully, but these errors were encountered: