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FPSC Classic Product Chat / Water in level

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Nikogiant
17
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Joined: 29th Aug 2007
Location: Finland (Vantaa)
Posted: 29th Aug 2007 22:04
HI!

I am new to fpsc and i would like to know how do you add a water level in your games. like if it's high enough everything floats

http://freewebs.com/glichgames -- The not so great game creator
Doggy
18
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Joined: 9th Dec 2005
Location:
Posted: 29th Aug 2007 22:33
You can't do that with Direct X9 (windows xp)-version of FPSC.

You could "fake" it by adding many flat animated decal-entities that look like water, and then move the objects that are supposed to "float" above the ground at the "surface" of the decals. But player would not be able to swim nor float in it.
crispex
17
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Joined: 22nd Jun 2007
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Posted: 29th Aug 2007 22:33
I beleive that is only avalible in X10, but I'm not sure...


Phoenix Sentry Representative
Nomad Soul
Moderator
17
Years of Service
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 30th Aug 2007 00:20
Ok

Doggy has already mentioned the faking it with a decal tip which is a good solution.

However, bear in mind that if you go with a decal then its going to be animated and water isn't exactly the easiest thing to animate. There are a few around the forums but make sure its good as they look really bad unless done properly.

Also there is a decal limit per level in FPSC so if water is going to feature heavily in your level (yes I can't stop playing Bioshock at the moment) then look to only use water decals in places you want the water to look more fancy.

For larger areas create a plane in a modelling application then texture it with a water texture with alpha channel (transparent) then export to FPSC as an entity with no collision. I think there is a way to create an animated surface on geometry using shaders like the default FPSC lava segments.

You'll also need to fake the water physics so I'd try and avoid having too much going on in the actual water itself just use it for visceral effect.

You can assign an appropriate material to the water entity which will give a splash effect when firing into it etc and a water based sound effect when passing through it.

Use lights under the surface area of the water. This adds to the effect as your water texture will be transparent.

It won't be possible to have an air meter without some decent scripting but if you had an area where the water is deep enough you could put a hurt zone down there with a slow loss of damage rate.

Someone did a good waterfall decal which you might want to find aswell.

Right thats enough talk about water, I'm off for more Bioshock.
Matho
17
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Joined: 30th Aug 2007
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Posted: 1st Sep 2007 07:00
I only think its available in X10. Look on youtube and search FPSC X10

EPI
fata error
17
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Joined: 5th Mar 2007
Location:
Posted: 3rd Sep 2007 18:12 Edited at: 8th Sep 2007 13:01
with entity creator 2 i have made the water entitys twice as big so i dont need as meany

and im working on a floating script to make the objects float around

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