Talk:How to add water
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Thanks for this tutorial - comprehensive and to the point. Perhaps some mention should be made of the solidity of the material, since you may wish to add water that you can walk in. OrbWeaver 14:24, 2 November 2005 (W. Europe Standard Time)
Added water volumes
Thanks OrbWeaver; I had intended to put this information from the get go but it needed art so here it is. I'll add a section about water sounds soon. --Mordenkainen 18:45, 2 November 2005 (W. Europe Standard Time)
A couple of things
I had a go with some of these, and have experienced a couple of issues which might be worth adding to the article if there is a solution to them.
- Using ARB shaders in editor-game mode absolutely tanks the framerate (on my PC this is about 5 seconds per frame - totally unusable). This obviously makes it very difficult to test the alignment of water surfaces, and to make sure the texture is behaving correctly. Is there a way around this?
- Is there a way to make both the view through the water and the reflection distort together, like in Half-Life 2?
OrbWeaver 21:26, 10 November 2005 (W. Europe Standard Time)
editor and distortion
Orb: The editor's performance problems with fragment programs is a known problem with ATI drivers; no solution as of yet unfortunately. As for getting the distortion affect the reflection make sure the patch which has the fresnel material is set slightly below the brush's water surface as represented in the second image.
I need to add how to do this for Q4... a lot more is different that I thought it would be.--Mordenkainen 15:11, 14 November 2005 (W. Europe Standard Time)
- I get it now - the ARB shader distorts whatever is behind it, so you put the reflective patch underneath so it gets distorted. This does seem like a hack though, it would be better if a new shader could be written that would combine the reflection effect with the distortion in one go. OrbWeaver 20:00, 14 November 2005 (W. Europe Standard Time)

