3rd Party Models/Media Chat / Water shaders for GameGuru Loader & GameGuru :)

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granada
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Posted: 25th May 2017 13:05
Very weird,top pic completely black bottom pic normal.you started something now Belidos .
(On my phone)

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Belidos
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Posted: 25th May 2017 13:37
That is really strange, your screen grab is almost black. For me mine is a perfectly clear picture, even on my work laptop which has a slightly darker screen because of it's anti-glare screen. I mean it's supposed to be dark, it's a night time scene, but it's not that dark.

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Belidos
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Posted: 25th May 2017 13:42
Anyway, back on topic...

Preben, i've come across something weird, i'll have to uplaod some screenshots later, but i'll try and describe what is happening.

1. When you use the flashlight, the colour of the water changes to the colour of a normal map
2. When i place my puddles on top of other models (ie my roads) sometimes they're fine, sometimes they lose the shine and show the _N texture dyed the colour set in the water fx, and sometimes they occlude the model and show the grass beneath.

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Posted: 25th May 2017 18:19
Will the new water shader's be available on GG's next update or is it going to stay an paid shader. ?
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Posted: 25th May 2017 18:48
Working on a possible waterfall, needs some more work but...need a better attempt at water mist..



I have not run into the problems noted in the above post. I wonder if it might have anything to do with any "_N.dds" file being used. do you have the same problems with other uses besides puddles?

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Posted: 25th May 2017 19:59
Quote: "Will the new water shader's be available on GG's next update or is it going to stay an paid shader. ?"

I don't know if it will be in the next update but its not actually a paid for shader ... That's just a donation for the account where you will often find lots of other goodies Preben has been working on or other shader updates ... For a Dollar donation its well worth it
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Belidos
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Posted: 25th May 2017 20:01
Quote: "Will the new water shader's be available on GG's next update or is it going to stay an paid shader. ?"


It's not a paid shader as it is, it's free, you just need an account at daily3d.com, to get an account you can either buy one of his other products, or donate $1. Once you donate you can download any of his shaders before they're released in gameguru.

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Posted: 25th May 2017 21:02
Dark here as well, on all my machines (with different browsers and GFX cards).
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Posted: 25th May 2017 21:24
thanks for the information . I will decide if i am going to donate $1, witch in my case would be R 12,94
( 1 US Dollar equals 12.94 South African Rand )
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Posted: 26th May 2017 12:02
Belidos:
Quote: "1. When you use the flashlight, the colour of the water changes to the colour of a normal map"

Thanks, found the bug and fixed it for next update

Quote: "2. When i place my puddles on top of other models (ie my roads) sometimes they're fine, sometimes they lose the shine and show the _N texture dyed the colour set in the water fx, and sometimes they occlude the model and show the grass beneath."

Yes you should treat it as a transparant object and use the fpe settings , OCCLUDEE / OCCLUDER to make sure it dont hide object behind it.

m2design: Nice waterfall, think it need more speed try.

Or just stretch the waterfall plane

PCSKILLER: No need to donate unless you want to , if Lee want to include the shaders they will be added, but the DX11 upgrade could mean that it will take some time before a new release is made
best regards Preben Eriksen,
m2design
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Posted: 27th May 2017 01:23
Preben thanks for the hint.

Water fall progress is a little time consuming with out adequate terrain modeling tools. Maybe some day...


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Posted: 27th May 2017 05:54 Edited at: 27th May 2017 05:58
OK, M2, that is SERIOUSLY cool. Let us in on how you did it. I assume some kind of plane with the water shader mapped to it. Truly stellar use of that shader.

I agree. GG needs way better terrain editing tools. I suggest the stamp method, which results in very realistic looking terrain.

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Posted: 27th May 2017 10:31
Indeed, great looking waterfall, thanks preben and m2
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Tarkus1971
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Posted: 27th May 2017 12:50
This is a fantastic looking shader Preben. I don't know whether it's possible yet to have a Chromatic Abberation style shader in GG yet, I've seen this used in games like Dying Light.
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Posted: 27th May 2017 15:45
Tarkus1971:
Quote: "Chromatic Abberation"

I dont compute ?, my english teacher never learned me those words ?, i have absolutely no idea what that is , give me some screenshots or videos

m2: its transparant and you can have a second (plane) layer going perhaps a bit faster then the one behind, just to give that extra "wow factor" , i know you already made it looks so GREAT but ... , another plane infront of the other , at perhaps 25% transparant and moving a little bit faster then the other plane , Your game level is going to be one of the ...


best regards Preben Eriksen,
Tarkus1971
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Posted: 27th May 2017 17:01 Edited at: 27th May 2017 17:05
Hi Preben, I have found this article about chromatic abberation. It might help.

https://photographylife.com/what-is-chromatic-aberration/

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Posted: 27th May 2017 17:06 Edited at: 29th May 2017 00:42
mike:

The concept was rather simple and straight forward, the application was time consuming and a pain due to the fact we have no way to carve out areas in the terrain to fit the planes. More time spent just hiding gaps and edges then creating the flowing water with the great shader provided by Preben.
The use of the water shader is the easy part. The water mist is created by using the smoke decal provided by GG (stretched and rotated and scaled).

At the moment there are only 3 planes involved, 1 horizontal and 2 vertical created as "x" files mapped with "Water_D.dds" provided as part of the shader.
Both of the vertical planes needed to be rotated a bit to get around the problem of it not being possible to create a true vertical wall in the terrain.
The smoke decal (used as mist) is a little sensitive to placement due it's lua requirement too always face the viewer.

Today (I'm ah thinkin), I will upgrade the process using the added hints from the Prebens post above.

Edit:


Thanks everyone for the supporting comments. Preben has enabled us to be a little more creative with future maps.

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Posted: 29th May 2017 23:03 Edited at: 31st May 2017 17:54
Great Prebem!!! ty mate
Jut downloading now, let's see whan ca I doo with. LOL
Also wondering about underwater effects.

Nice level m2design!

Now I can see the refleted colors, firts try:



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Posted: 31st May 2017 23:06
3com: thanks, you also, kind of fun huh?

Thought I would take a crack at speeding up my river and faking a little indication of turbulence. Modified the smoke decal for that. I will have to create something better for turbulence later.



Just noticed I misspelled turbulence, oh well.

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Posted: 31st May 2017 23:15
That looks Amazing !!
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granada
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Posted: 31st May 2017 23:25
Quote: "That looks Amazing !!"

Have to agree (Wow)

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Posted: 1st Jun 2017 00:14
That's very very nice. Well done.

Cheers.
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Posted: 4th Jun 2017 20:43
Anyone fancy a swim ?

I love the water shader Preben - viewed from above and below. I put the edge mask back in (I know a lot of people don't care for it but I don't like the hard intersect between land and sea without it). It likely won't be done to your standards but can pass over the changes if you want them.

The third party player control for swimming is all thanks to Lee exporting this part of the engine out into lua - so thanks Lee! I've also just about managed the dream combo I was looking for with player control, in that can run around, swim and melee in third person but can drop into first person for jet pack, airship flying and special weapons - great stuff (I hope).

Cheers.



PS - anyone got any good female swimming audio? Annadelle sounds a little husky when gasping for air
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Posted: 4th Jun 2017 21:46
Nice job!

Quote: "Annadelle sounds a little husky when gasping for air"


She does have an ample bosom, it might just suit her, lol.
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Posted: 5th Jun 2017 11:32 Edited at: 5th Jun 2017 11:34
@cybernescence I've had 3rd person swimming going for a few days and I've been trying to perfect it for my game, and it's pretty close. This blows mine away! Really nicely done. Far more sophisticated than I have been able to do so far.

And these shaders have changed everything for my project. Really amazing stuff. Awesome work from Preben.
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3com
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Posted: 5th Jun 2017 15:38
Nice swimming cybernescence
I've just found this one:
http://www.freesound.org/people/alex_audio/sounds/188581/

Quote: "She does have an ample bosom, it might just suit her, lol."

I agree! LOL.

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Posted: 6th Jun 2017 21:00 Edited at: 6th Jun 2017 21:12
Tarkus1971: Made a chromatic abberation shader , but waiting for Lee to get the DX11 upgrade ready so i can test/convert it (only made it in AGK glsl for now, looks like Lee is going for SM5 so would be kind of a waste to convert it now), be patience

3com: A trip up the nile, thats pretty great

m2design: its really getting to look REAL great that level your working on, waterfall and now turbulence, did you ever get that parallel scrolling waterfall working

cybernescence: Ha i knew you could do it , and that swimming script is really awesome. I never seen anything like this in GG , well just one complain why did you not put the new water entity shader on the big wheel underwater to give that refraction look ? , that would have been so cool , other then that it look amazing

Edit: cybernescence:
Quote: "but can pass over the changes if you want them."

Please do it should have been a option in the first place , but i was more concerned about making this MUSH faster then the old water shader , and at the same time looking better, so please email it to plemsoft@plemsoft.com and i will make it a option for the next version, Thanks

I been closed into my own thoughts the last week coding/working on a big surprise for all GameGuru Loader user and GameGuru users, so i have not been able to think about anything else, so many problems to solve but im finally there, this news will come hopefully later this week , i will also see if i get the time to upload the latest water updates/fixes this week
best regards Preben Eriksen,
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Posted: 6th Jun 2017 23:01
Quote: "I been closed into my own thoughts the last week coding/working on a big surprise for all GameGuru Loader user and GameGuru users"


@preben, you are such a tease!

Reliquia....
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Tarkus1971
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Posted: 10th Jun 2017 19:11
cool thanks for the news on chromatic abberation Preben.
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Posted: 11th Jun 2017 18:11 Edited at: 11th Jun 2017 18:11
i was asking for chromatic abberation in another thread hope to see that postfx ready soon in GG
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Posted: 12th Jun 2017 09:29
Hi all,
Just wondering about chromatic aberration: watched the video above about it, and have to agree with the commentator that it doesn't look that good to me either. So is the explanation in that video incorrect, or is it just a style choice those that want it like it anyhow.

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Posted: 12th Jun 2017 12:03
imothep85: Currently it wait for the DX11 upgrade , after that i will add it

reliquia: It will be a style you can select , will not be default , but some people might like it, and will give your game a "different" look then all the other games out there

best regards Preben Eriksen,
m2design
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Posted: 14th Jun 2017 21:57
@Preben
Using the Water_basic.fx file when I remove terrain to form rivers or lakes (GG normal lowering portions of terrain until water appears) I can control the water transparency and place rock entities below the water line and still see them through the transparent water. Good thing.

Using Entity_water for creation of waterfalls I can control the transparency of the water but can not see any entities I place behind the water only the terrain.
Question: Is it too late in the game to ask for the capability to see entities that I place behind my transparent falling water, same as in Water_basic.fx?
I would like to be able to place some entity rocks at the base of water falls that fall behind or stick out through the curtain of falling water. Possible?

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Posted: 15th Jun 2017 12:08
m2design:
In your waterfall object fpe file use the settings , OCCLUDEE / OCCLUDER to make sure it dont hide object behind it
best regards Preben Eriksen,
cybernescence
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Posted: 17th Jun 2017 19:13 Edited at: 17th Jun 2017 19:16
Quote: "Please do it should have been a option in the first place , but i was more concerned about making this MUSH faster then the old water shader , and at the same time looking better, so please email it to plemsoft@plemsoft.com and i will make it a option for the next version,"


Just remembered to do this Preben - sent you an email titled "Water Basic Shader for GG with Edge Mask"

Quote: "why did you not put the new water entity shader on the big wheel underwater to give that refraction look "


Doh! Can't believe I didn't think of that - thanks for the tip.


@3com - thanks for the links to the sounds ... works well with her

@Pete and Pete - yes it certainly takes lots of tweaks and testing to get it all hanging together reasonably. I'm still not perfectly happy with it, coming in and out of shallows looks a bit jumpy but will get there eventually . I've moved on to dynamically (in game) swapping views from third to first person and that's a whole other story of no pain, no gain

Cheers.
m2design
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Posted: 18th Jun 2017 17:05 Edited at: 25th Jun 2017 01:43
@preben

EDIT:06/24
This post had false information (Removed)

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m2design
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Posted: 22nd Jun 2017 23:55 Edited at: 24th Jun 2017 19:01
Still playing around...


I can find no variable for the reflection code line in entity_water.fx that will give me any refections. I can change the transparency variable from total transparent to no transparency but this has no effect on reflections.
I don't think the reflection code line works at all. Too bad, because reflections would make all the difference.


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m2design
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Posted: 4th Jul 2017 19:21
For life of me, I can not get "entity_water.fx" to show reflections in the water. I have left several PM for Preben but no response. I assume he is taking a break until Lee releases a new beta with the direct x 11 revisions.
Latest attempt...



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Posted: 4th Jul 2017 19:26
m2design

your rocks look really nice, also the bushes on the ground
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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cybernescence
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Posted: 4th Jul 2017 19:29
I don't think the reflection camera is available to anything else other than water basic.fx and don't think the cube texture is used in entity water fx either - though it probably could be made to.

Cheers.
m2design
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Posted: 4th Jul 2017 23:53
The only reason I spent so much time on trying to get reflections to work is that when preben releases a "fx" file he has worked on, the commands work.

Quote: "float WaterReflection = 0.05f; // PE: Reflection higher = more reflection , default 0.5"


Thought he included this variable option because it works. Guess I was wrong. Hope when the time is right he will be able to work out the problem.
Perhaps I am not using the PM as intended...

Not whining, just disappointed.

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cybernescence
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Posted: 5th Jul 2017 00:24
Yes I think he's copied/used the majority of the code from the water_basic.fx into entity_basic and maybe just forgot to remove that parameter.

If you search for WaterReflection in entity_water.fx you will see Preben's comments and that WaterReflection isn't used (commented out with //). I think this is because the Reflection camera (texture) isn't available to entity shaders at the moment. It would require an engine change before Preben could get it to work as far as I can see. An alternative would be to use a cubemap to fake sky reflection, think that could be done now. However from Preben's earlier post:

Quote: "No i did NOT add cube map reflection to this i wanted to keep it as simple to use as possible, so it has a great generic water reflection instead."


Cheers.


m2design
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Posted: 5th Jul 2017 01:43 Edited at: 5th Jul 2017 01:46
Entity_water.fx by Preben

Quote: "#define USEWATERMAPPING
float2 WaterScale = { 155.0f , 155.0f}; // PE: wave size higher = smaller waves default 155.0,155.0
float distortion = 0.0055f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.030f; // PE: water distortion waves default 0.030f
// float3 WaterCol = { 158.0/256.0 ,168.0/256.0 , 198.0/256.0 }; // PE: more neutral water
float3 WaterCol = { 112.0/256.0 ,169.0/256.0 , 185.0/256.0 }; // PE: Default blue water
// float3 WaterCol = { 74.0/256.0 ,218.0/256.0 , 156.0/256.0 }; // PE: Green water
// float3 WaterCol = { 220.0/256.0 ,0.0/256.0 , 0.0/256.0 }; // PE: red water
float3 WaterSparkleCol = { 290.0/256.0 ,290.0/256.0 , 290.0/256.0 }; // PE: Higher sparkles skine more.
float WaterTransparancy = 0.75f; // PE: Water transparancy lower more transparant, default 0.75
float WaterReflection = 0.50f; // PE: Reflection higher = more reflection , default 0.5
float WaterSpeed1 = 30.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 70.0f; // PE: Speed 2 lower = faster default 30.0f
float genericwaveIntensity = 0.75; // PE: Generic wave , default 0.75 , values 0.0-1.0
#define USEREFLECTIONSPARKLE // PE: Use reflection colors in sparkle.
float reflectionSparkleIntensity = 1.80; // PE: Sparkle Intensity , higher = more bright

#include "entity_basic.fx""


Just want to confirm I have the latest version of "entity_water.fx" (shown above as a comment) as you can see the version I am using does not have the line in question "//" marked out.
Have I downloaded the wrong Preben file? Dated 5/19

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cybernescence
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Posted: 5th Jul 2017 07:07
I think you have the correct version it is further down in the code away from where it is set at the top - search/find for the term WaterReflection in notepad to check for the // and how that parameter isn't used.

Cheers.
m2design
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Posted: 5th Jul 2017 16:04
@cybernescence

I found it. Thanks for the help. I will now lay this down for the present and wait to see what happens.

Again thanks...

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Preben
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Posted: 14th Jul 2017 09:15
Sorry for the delay , having a great vacation here

There is currently no reflection in the entity version , i did not want to add the cubemap to this shader as i found that most people had problems getting the cubemap reflection working , but i will see if it can be added as a "extra" parameter when DX11 is out , so it could work with and without cubemaps
best regards Preben Eriksen,
m2design
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Posted: 20th Jul 2017 22:48 Edited at: 21st Jul 2017 20:55
Thanks Preben for the PM. I understand where you are coming from.

Newest splitting of the water coarse...




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3com
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Posted: 29th Jul 2017 16:44 Edited at: 31st Jul 2017 16:32
Quote: "Tried a few, these setting are changes from the default settings:

// like hot lava no moving sparkle, looks like its bubbling, use lave texture for _N.
float distortion = 0.0075f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.010f; // PE: water distortion waves default 0.030f
float WaterSpeed1 = 60.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 9999999.0f; // PE: Speed 2 lower = faster default 30.0f"


@ Preben
Ty again mate for your brillant work.

Unfortunatelly I'm not able to get desirable lava effect, with those changes.

WHAT i DID SO FAR..

I did all the changes you suggested above, my entity_lava.fx file after changes:



1-I copy/paste lava_D.dds and rename it as lava_N.dds in my watercolor world folder.
2- Also place lava_N.dds copy in my effectsbank>reloaded folder, (not sure, but just in case)
3-Ive change effect as entity_lava.fx file in the fpe file:

Quote: "texturen = terrain1_N.dds
effect = effectbank\reloaded\entity_lava.fx"


Test the level, and this what I've got:

Lava In Max



Lava in GG after apply lava.fx file




What I'm doing wrong?

Thanks in advance for all feedbacks.

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Preben
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Posted: 31st Jul 2017 09:21
3com:
Looks like you got everything correct , just switch to "highest" in tab-tab to see your lava refraction texture
best regards Preben Eriksen,
3com
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Posted: 31st Jul 2017 16:06 Edited at: 31st Jul 2017 17:16
Quote: "Looks like you got everything correct , just switch to "highest" in tab-tab to see your lava refraction texture"


I've tried that with not to avail, even I've done a new folder named terrain2, place all the files there (bmp, fpe, d,n,s, x), and try in a blank map.



entity is uvwrapped with terrain2_N.dds in max
terrain2_N.dds file is already place in entitybank\terrain2 and effects\reloaded folders.
terrain2_N.dds file is just the diffuse rename as N file.

I'm going to try with a different entity for comparison, I'll post the results when done.

Edit: I had tried with a different entity (water) but same result here.

3com
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