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FPSC Classic Product Chat / Water In FPSC

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Armageddon Games
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Posted: 12th Jun 2009 16:55
Hello All Fellow users,

i was wondering if it is possible to add water effects with plysmod/airmod

if so how may i achieve that?

From The Staff Of Armageddon Games (C)

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Kerrby
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Location: Australia mate.
Posted: 13th Jun 2009 05:15
I'm not sure about Plys Mod but when WizMod comes out that will have water, plus a whole lot of other features. Check it out .


WizMod Supporter.
Apple Slicer
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Posted: 13th Jun 2009 05:27
Yes, besides EFX, nothing else has the amazing ability to have it.

Off topic :kerrby- email me.

Plystire
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Posted: 13th Jun 2009 09:24
Quote: "nothing else has the amazing ability to have it."


This is sadly incorrect.

If he were referring to water that has reflections and refractions and lagged FPSC more than necessary, then it would be a true statement. However, I don't recal reflection and refractions being a criteria here.


Make a flat plane model (kinda like the acid decals in FPSC) and apply a simple water shader to it (if you're using vanilla FPSC, you may need to rename some of the textures taht the water will be using, so as to get FPSC to recognize them and apply them to the plane properly) to make it move and flow. Remove collision, make it a little transparent, and then script yourself some "water physics" for the player.
And there you have it... water in vanilla FPSC.


The one and only,


Apple Slicer
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Posted: 13th Jun 2009 09:29
oh yes. That is true Ply. The game has bad frames from it though. :\

Anyway, its by dark hazard. cant think of the name of the thread now...

Plystire
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Posted: 13th Jun 2009 09:43
Bad frames from a plane that doesn't require extra renders? That... doesn't make sense, and the last time I tried it, the framerate was barely scathed by it, much unlike water with reflection/refraction.


The one and only,


Apple Slicer
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Posted: 13th Jun 2009 09:49 Edited at: 13th Jun 2009 09:49
No. I get a framerate of 10 with Wizmod, using that strange dark shader. With wizmod water, I get a framerate of 80

Red Eye
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Posted: 13th Jun 2009 11:22 Edited at: 13th Jun 2009 11:23
Well and then you ours
(hockeykid and me):

Quote: "If he were referring to water that has reflections and refractions and lagged FPSC more than necessary, then it would be a true statement. However, I don't recal reflection and refractions being a criteria here."


I second that, but we are working on that. We a new shader that is in development.
And alot of other features, check it out.

Link: http://forum.thegamecreators.com/?m=forum_view&t=150826&b=23&p=0

Bigsnake
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Posted: 13th Jun 2009 12:01
Yea , Wizmod will have water. I don't know about EFX yet because if heard that when they have migrated they are gunna dump EFX and start a newproject which is a shame

There is nothing to fear in life , Exsept Ur Mum !
Plystire
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Posted: 13th Jun 2009 12:31 Edited at: 13th Jun 2009 12:33
Quote: "With wizmod water, I get a framerate of 80"


Cool. Yet, in the programming world outside of FPSC, saying that you get a framerate of 80 in a room with just water usually sends off a red flag saying that something is wrong. lol

Let's think about this logically -

On one hand we have a water shader that needs:
- One render pass for reflection
- One render pass for refraction
- Processing of the shader itself

On the other hand we have a water shader that needs:
- Processing of the shader itself


So, I'm gonna go with my gut here and say that whatever water shader you had that gave you an fps of 10, is either very crappy, or you installed it wrong.

[EDIT]
Thinking about it now... did you by chance place a whole bunch of these water planes around the level? That may be why you got a low fps. The best way to do this would be to make a plane that expands over the area you need, and adjust the shader's settings manually so as to aleviate extra processing from the engine.


The one and only,


Apple Slicer
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Posted: 13th Jun 2009 12:55 Edited at: 13th Jun 2009 12:57
No, but what I did do was use shaders on a couple objects in the room with the water shader.

Anyway, when you get that chance to test, you will see the difference in the speed of the water.

EDIT: And yes, it is really weird why i got such a low fps. i think the shader wasnt written well. :/

Bigsnake
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Posted: 13th Jun 2009 13:11
BTW , apple slicer. How did you ever get the x10 water into x9 ?

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Rampage
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Posted: 13th Jun 2009 13:33
Its not X10 water. In fpsc X10 it uses water that can easily be achieved in X9. There is nothing X10 about the water in X10


Eidos!
Bigsnake
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Posted: 13th Jun 2009 14:31
Ah , OK

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Apple Slicer
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Posted: 13th Jun 2009 19:42
Its done through a shader hard coded in to the wizmod engine. we have all kinds of things feeding into it, so that everything reflects and refracts.

Armageddon Games
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Posted: 15th Jun 2009 03:15
now how would you achieve water easily with Plys Mod

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Armageddon Games
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Posted: 15th Jun 2009 03:17
Quote: "This is sadly incorrect.

If he were referring to water that has reflections and refractions and lagged FPSC more than necessary, then it would be a true statement. However, I don't recal reflection and refractions being a criteria here.


Make a flat plane model (kinda like the acid decals in FPSC) and apply a simple water shader to it (if you're using vanilla FPSC, you may need to rename some of the textures taht the water will be using, so as to get FPSC to recognize them and apply them to the plane properly) to make it move and flow. Remove collision, make it a little transparent, and then script yourself some "water physics" for the player.
And there you have it... water in vanilla FPSC.


The one and only,
"


I would Like to know how i might add water with your awesome mod

From The Staff Of Armageddon Games (C)

http://www.soundclick.com/store/byArtist.cfm?bandID=918266
Dar13
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Posted: 15th Jun 2009 05:53
If you can do it in vanilla FPSC, you can do it in Ply's Mod. Especially in V109(extra shader capabilities).

Plystire
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Posted: 15th Jun 2009 07:09
I would need to sit down and write a water shader for use with vanilla FPSC, and I really don't have time for that right now.

I'm simply stating that if you were to find/make one, then it is completely possible.

I know I help people a lot, but I can't always sit around and make things work for people.


The one and only,


Armageddon Games
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Posted: 15th Jun 2009 19:50
i understand Ply-- i was just asking ya-- i heard around that it is available for your mod-- btw - I love your MOD

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Bigsnake
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Posted: 15th Jun 2009 22:46
Red Eye , that post you made , is it just hud or is also effects cause how do you use it ? I have only been able to get the hud working

There is nothing to fear in life , Exsept Ur Mum !
Dar13
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Posted: 15th Jun 2009 22:55
It's a shader and a model that's been animated(correct me if I'm wrong),Bigsnake.

Bigsnake
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Posted: 15th Jun 2009 23:12
O.K Thx , Please can someone wright a tutorial please cause ive never had to deal weith just scripts. I normally have the entitie

There is nothing to fear in life , Exsept Ur Mum !
Kraken
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Posted: 17th Jun 2009 18:05
Also, you could add a sound zone that makes a water splash sound when walking through it. or you could edit the gamecore script and change the walking footstep sound to one applicable for water, but only on that specific decal. And, if you don't want to make the decal yourself, if you have adobe fireworks, paintshop pro, photoshop, or any other graphic editing program that has a color replacement tool, open up the graphic in photoshop, load the acid decal that comes default with fpsc, and change the hue and color levels untill it is blue. I tried it, and it looks just like real water! you can also create a script that makes a splash sound ONLY when you jump into the water, and a swimming sound when your moving through it. Just a few suggestions.

Do epic stuff.

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