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FPSC Classic Product Chat / Beta v1.18 Water Previews

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Wise Wowk
15
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Joined: 22nd Aug 2010
Location: Fpsc Editor
Posted: 16th Oct 2010 21:58 Edited at: 16th Oct 2010 22:33
Hey Guys,
When I was downloading the Beta v1.18
I was so pumped to see the water effects but
there was no youtube video, screenshot or anything.
So now, just because I feel your pain, I decided to make
this thread. Maybe it will also lower then amount of questions
everyone has to ask about the new water feature.

Video 1: http://www.youtube.com/watch?v=LnOXwt5pNW8
Video 2: http://www.youtube.com/watch?v=tcSe3zRz88E

Noticed Bugs
- When objects are thrown into the water, it makes the
same sound as to when you throw an object at the floor.

- Water density (Sinking Speed) changes randomly in seperate loads.

- No splash effects, That's because it's a trigger zone,
Trigger zones don't have collision.

- If you shoot a gun under water, smoke appears, that's not
possible, maybe if we change it to bubbles some how.

- The white crosshair for stock weapons (Ex. Colt 45) gets
distorted when your pointing it at the water. The guns in most
model packs are better though.
Flatlander
FPSC Tool Maker
19
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 16th Oct 2010 22:10 Edited at: 16th Oct 2010 22:13
Thanks for the videos. Actually it doesn't look bad at all. Some tweaking needs to be done obviously. If I remember right it seems that x10 has better water effects. I might be mistaken though.

Wow, that's a water resistant colt 45. Cool.


Quote: "- No splash effects, That's because it's a trigger zone,
Trigger zones don't have collision"
.

Maybe they should create a new "zone" called a water zone?

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Wise Wowk
15
Years of Service
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Joined: 22nd Aug 2010
Location: Fpsc Editor
Posted: 16th Oct 2010 22:21 Edited at: 16th Oct 2010 22:25
Quote: "Maybe they should create a new "zone" called a water zone?"


That is a good idea,
All I did is made a copy of the trigger zone files then
changed the Main AI script to the water.fpi scirpt.
Now you just have to change the color of zone image to like
light blue.
Woolfman
18
Years of Service
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Joined: 19th Sep 2007
Location: Cave
Posted: 17th Oct 2010 03:38
Nice videos. Thanks for showing it off.
DarkAngelOblivion TM
16
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Joined: 7th Oct 2009
Location: Down under mate
Posted: 17th Oct 2010 04:29
when i got the water effect going i just laughed at how unrealistic it is but as long as its moving along nicely

Tomorrow never comes until it is too late...
Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 17th Oct 2010 04:59
Yeah, the shader used (Evolved's) is awesome but it was not used correctly with FPSC

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Hockeykid
DBPro Tool Maker
18
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Joined: 26th Sep 2007
Location:
Posted: 17th Oct 2010 05:33
Quote: "- No splash effects, That's because it's a trigger zone,
Trigger zones don't have collision."


There are splash effects, and the script being attached to a trigger zone doesn't matter. It could be attached to any dynamic object.

Quote: "If I remember right it seems that x10 has better water effects."


Yes, the one made for X10 has quite a better look then Evolved's. But X10's was written to reflect and refract off of a single camera image which can only be done in DBPro X10 so I couldn't use the shader.

Flatlander
FPSC Tool Maker
19
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 17th Oct 2010 05:43 Edited at: 17th Oct 2010 10:28
Quote: "But X10's was written to reflect and refract off of a single camera image which can only be done in DBPro X10 so I couldn't use the shader."


Ahhhh, understand. Still is looking pretty good. Since I haven't used it yet, wasn't sure how it was working. Makes sense that one wouldn't have to have a trigger zone - just a dynamic entity. So, a water zone isn't (changed from is) necessary. Thought it had something to do with a "zone" of some sort.

BTW, hockeykid, thanks for being a part of the migration team and you are doing a great job.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Wise Wowk
15
Years of Service
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Joined: 22nd Aug 2010
Location: Fpsc Editor
Posted: 17th Oct 2010 07:08
Quote: "There are splash effects, and the script being attached to a trigger zone doesn't matter. It could be attached to any dynamic object."


That's ovious (#_#)
Since the water covers endlessly on the main layer...
You can also adjust the water level by editing the fpi script.
Crazy Acorn
17
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Joined: 16th Mar 2009
Location: Stalking people...
Posted: 17th Oct 2010 08:28
Or using the Page up and Page down buttons on your keyboard...

The Zoq2
16
Years of Service
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 17th Oct 2010 11:13
But if you use the pg up abd pg dn the changes dosn't save

Srry about my english im from sweeden
Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 17th Oct 2010 14:27
This idea of having things attached to scripts is a bit stupid (No offecne). Basicly you just need a main water plane that you can enable and disable via scripts and then the rest is like X10, GUI menu with all the controls that always save and then scripts that can have the varibles changed in the editor for quick control of effects in the game.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Deevos Cranium
17
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Joined: 7th Sep 2008
Location: wales
Posted: 17th Oct 2010 23:22
I found using the lava on full shaders and using water make a good combo,i have searched the forum and there is no info on how to tweak and play about with the water settings(e.g,fog,ripple,etc.)does anyone know how to do that? and would they like to share their wisdom?[img]null[/img]

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Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 18th Oct 2010 01:23
Quote: ",i have searched the forum and there is no info on how to tweak and play about with the water settings(e.g,fog,ripple,etc.)"


I posted a tutorial on it somewhere, I think it was in the 1.18 beta thread by Lee

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.

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