Working on a lighthearted project has been a nice change of pace. Having not written something like this before, I approached it a bit differently by defining the parameters beforehand (key, tempo, time signature, etc) and worked within that palette. This came together pretty quickly, cheaply and easily because of that, I think.
https://t.co/9VI0NAnGeU
id tech 3 shaders make water like this possible in a quake engine.
the water shown here is simply additive blended textures that have either frame animation (surface, caustics) or multiple scrolling planes (waterfalls) which are lit (lightmap or vertex) and have soft, alpha blended edges. the caustics are just decals, and the water color is faked by tinting the world texture beneath the surface.
the water assets account for around 4% of the game's current 70mb download size.
@ZooL_Smith Thanks! it's not strictly idtech3. it's running in Darkplaces, which is sort of a generalized quake engine broadly implementing mostly q1/q2/q3 tech and dipping its toes into idtech4 with stuff like realtime lights and normal/specular map support.
@CodingKaiju@SubwayBuilder both are good editors, i just prefer NRC. it's been a long time since i've used TB, but at the time it didn't have the level of control i wanted and was more suited for q1/2 bsp, as opposed to q3/source type stuff. i hear that has changed and both editors are fairly comparable.
Low poly skybox elements. 169 tris for the volcano (could be lower, but needed more for vertex blending), 416 for the smoke. not bad, considering the scale.