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water concept

 
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radorn
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 PostPosted: Tue Aug 19, 2008 3:26 pm    Post subject: water concept Reply with quote Back to top

I know there's no actual water simulation in GE but I was thinking if it could be possible to somehow use a texture animated water surface (like you can see in dam) but which you can use in gameplay.

As I understand it there are 3 geometry layers in GE, right?
-clipping, in which bond can stand
-primary indices, which are solid and receive shots and such
-secondary, which transparents and lets bullets (but not explosives perhaps?) and stuff pass through.

What if one were to create a water channel, or a little lake, or a sea/river shore setting in which one could "enter" the water to hide/protect oneself?



The idea is to have the soil as primary with clipping and the water surface as 2 superimposed unclipped primary layers so if someone "submerges" (ducks) to protect/hide himself he can't see the outside either, or shoot from the protection the underwater grants him.
It could be interesting to experiment with this on some areas, especially with radar disabled.

The question is, theoretically, would this work? would it be necesary to make water out of two superimposed surfaces facing opposite directions or you can just texture a single surface on both sides?
 
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SubDrag
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 PostPosted: Tue Aug 19, 2008 3:52 pm    Post subject: Reply with quote Back to top

It sounds possible, but it might get a little weird when you cross under the water. You would have to make the water double=sided tris too, which is do-able, I might need to make editor changes to help, it'd be an interesting path to go at least.
 
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Dragonsbrethren
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 PostPosted: Tue Aug 19, 2008 8:22 pm    Post subject: Reply with quote Back to top

Yeah, it sounds like it would work out fine. The only problem I foresee is for the player underwater, while they wouldn't be able to see out of the water I don't think it would be very realistic for them either, they'd have full visibility of everything underwater. Maybe creative use of textures and coloring could overcome that though?
 
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bmw
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 PostPosted: Tue Aug 19, 2008 8:44 pm    Post subject: Reply with quote Back to top

What if you had the water built in layers with each layer having an alpha value?

So lets say your water is 6 feet deep - you could have a horizontal plane of water say every few inches. And if each one had an alpha value assigned to it, the water would be partially transparent, being harder and harder to see through the deeper you look (as the cumulative effect of looking through many partially transparent planes becomes less transparent with each plane you look through).
 
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 PostPosted: Tue Aug 19, 2008 8:48 pm    Post subject: Reply with quote Back to top

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radorn
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 PostPosted: Wed Aug 20, 2008 4:23 pm    Post subject: Reply with quote Back to top

The underwater area's primary could be darkened with gouraud shading and, maybe, if the surrounding area allows (it doesn't make it look wrong when you stand with your head out of the water), use clipping coloring so your weapon also gets dark to make it more consistent.

As for PD's water patch in Cetan (there's also in multi sewers, a little), for it to be transparent, or alpha channel blended if it's existence in GE's secondary indices ends up being proven (read here), it would have to be secondary geometry, and so it wouldn't provide cover as I intend, because bullets would pass through.
But it's another option, to use secondary but not make it transparent, so it just provides hide and not cover.
The problem is some stuff, specially OTHER SECONDARY geometry, would still be visible through it because the way secondary indices work in GE is quite strange. Look at the strange way plants, for example, look in Cuba Jungle when your perspective superimposes plants or leaves of the same plant.
Anyway, Cetan's water patch is both transparent and bullet permeable, which disables both gameplay oriented purposes this idea is about.
It could be done as a cosmetic touch, but that's not quite what I was looking for.
 
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