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FPSC Classic Product Chat / Non-planar water?

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TGPEG
19
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 1st Jan 2010 12:29
I've been looking around at all the mods and one thing that strikes me is that all the ones that have water, and FPSC X10, are still stuck with a single water plane.

I've been playing Uncharted 2 recently, and that's obviously a bit above FPSC level, but there's one level in Nepal where you fight through the streets that have water in them, up to a hotel roof which has a swimming pool (with water in), and then zip-wire onto another roof with some beautiful water puddles on it. The important point is that all the seperate bits of water are on different levels and are all within view of each other, and it works because water surface is not a single plane, but a number of smaller planes with presumably their own cameras.

I know achieving this would be hard because there's no way of specifying where the water should go in the editor, but I presume the mod could come with some entities which signify individual water planes. Could this be done?

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Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 1st Jan 2010 15:02
The metro theator pack has water puddles, whizzmod (That has closed) used to have water blocks that was literly a block that you could change the color of ETC

fpsc-world, fpsc fan site
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Hador
User Banned
Posted: 1st Jan 2010 16:30
this can be done with an etity. and there is a water shader on the dark hazard site. you could make a seperate plane like this, but for something needing water physics, we would have to use water included in a mod, or it could only be 1 segment high, and use simple scripts.


[link]devboxportal.co.cc[/link]
Bigsnake
17
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Location: England
Posted: 1st Jan 2010 16:40
yeah, I would include water physics in my mod but its not that easy

fpsc-world, fpsc fan site
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EGG HEAD OF DOOM
17
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 1st Jan 2010 18:02
UDK has a really cool and easy way to make water...but thats a high-end game engine

CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 1st Jan 2010 18:58
It's very cool when you cubemap it.

Bigsnake
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Location: England
Posted: 1st Jan 2010 19:07
Quote: "it's very cool when you cubemap it."


that the method Infinity Ward used for cod4 and mw2

I prefer to use a reflection actor to make it reflect realtime though



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CoffeeGrunt
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Posted: 1st Jan 2010 19:10
Yeh, but a cubemap is realtime, and it looks alot sweeter - less 2D...

Bigsnake
17
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Location: England
Posted: 1st Jan 2010 19:22
no realtime as it reflects the enviroment

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AaronG
19
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Location: Millstone, NJ
Posted: 1st Jan 2010 20:51
Yeah I believe a cube-map is not realtime, specifically because it is an image that scrolls across the plane as the player's camera (eye) moves across it to change perspective.

Realtime is a much harder implementation to any engine for that matter, due to the fact of the drastic speed decreases because the engine is essentially rendering two views at once, while calculating the whereabouts of each camera in relation to each other to achieve realistic perspective.

CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 1st Jan 2010 21:21
Unreal cubemaps are realtime. You can see the player model's reflection if you look...

Haven't worked out how to use a camera and tie the image to the reflection vector though...

RUCCUS
21
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st Jan 2010 21:37
Id imagine the water is all cube mapped and they just have a single plain that grabs the user's reflection with a single camera, and this plain is positioned on the closest visible water.
TGPEG
19
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 1st Jan 2010 23:39 Edited at: 1st Jan 2010 23:40
That would make sense. I actually bought Bond1's Metro Theatre pack, but having played round with some of the reflections on the puddle entities, the reflection image that you supply is divided about 20 times minimum, making it look like there's a patchwork world reflection.

I'll look into the Dark Hazard and cubemapping things and post if it comes to anything.

Oh, Dark-Hazard.de.tc no longer exists. Cubemapping then.

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Hador
User Banned
Posted: 2nd Jan 2010 01:14
i might have the shader somewhere, but I will have to look.


[link]devboxportal.co.cc[/link]
Bigsnake
17
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Location: England
Posted: 2nd Jan 2010 02:59
CLICK HERE for the UPDATED shader

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Coach Shogun 20
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Joined: 27th Feb 2009
Location: In your mind, messing with your thoughts
Posted: 3rd Jan 2010 05:22
What I would like to see more games do is a real fluid physics based waters system, instead of a plane with some particle effects and a moving normal map.

Bigsnake
17
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Location: England
Posted: 3rd Jan 2010 05:27
thats what UDK uses for water

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
CoffeeGrunt
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Location: England
Posted: 3rd Jan 2010 14:32
It uses a normal map for height, when an object passes through it, it generates ripples on the normal which then increase the normal height - so you get some nice waves and such...

Problem is it's quite intensive, so you can't have it on the same scale as X10 has it's water plane...

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