[video=youtube;LFMgwyA2KWo]http://www.youtube.com/watch?v=LFMgwyA2KWo[/video]
Would this be an option?
Is that a precomputed loop? How well will that fare in huge volumes?
[QUOTE=Robertto;41257360][video=youtube;LFMgwyA2KWo]http://www.youtube.com/watch?v=LFMgwyA2KWo[/video]
Would this be an option?[/QUOTE]
That would look god like in the coast sections.
[QUOTE=xalener;41257320][IMG]http://i.minus.com/iNyUPo2z6rwur.gif[/IMG]
There's good and bad in everything. Despite the cubemap only reflections, it's technically better than source's water in terms of dynamic deformation, and it's way more fucking flexible because it works on slopes.[/QUOTE]
Source's EXPENSIVE water only works on a single level plane, and the water in halo is "cheap" water: you could theoretically do it in source: but you'd need to actually create an entity type that simulated the surface.
It's also worth noting that the tech isn't exclusive to Halo 3, Unreal does it, and so does CryEngine.
And so does KZ3 (which I actually think does it the best):
[video=youtube;oZuND0eKquE]http://www.youtube.com/watch?v=oZuND0eKquE[/video]
As for water on "nonstandard surfaces" It's technically doable (you loose a shitton of shader features):
[video=youtube;raVYiul8i5s]http://www.youtube.com/watch?v=raVYiul8i5s[/video]
I'd like to see screen space reflection take over. Sure it's got its quirks, but it just seems like it'd allow for source water to be a ton more flexible.
Bah, what the fuck is this, the Source 2 thread? There should be a "source improvement" thread. I don't have nearly as much material or knowhow as I'd need to put one together though.
[QUOTE=xalener;41257512]I'd like to see screen space reflection take over. Sure it's got its quirks, but it just seems like it'd allow for source water to be a ton more flexible.
Bah, what the fuck is this, the Source 2 thread? There should be a "source improvement" thread. I don't have nearly as much material or knowhow as I'd need to put one together though.[/QUOTE]
[del]IIRC Source uses screenspace reflection[/del]. Source uses the 'old fashioned way', which is sorta good because it's less prone to render errors than ScreenSpace.
Yeah but isn't that the source of the #1 problem in source's water? The flatness?
[QUOTE=xalener;41257668]Yeah but isn't that the source of the #1 problem in source's water? The flatness?[/QUOTE]
Yeah, but I'd rather have real time reflection and refraction, with a normal mapped surface, then a cube mapped surface with a mesh.
On another similar topic, I'd love to get localized parallax corrected cubemaps, but again: people who have the time and ability to create shaders are hard to come by.
Crysis 3's screen space reflection+ cubemap water works perfectly fine and looks damn good. Very damn good.
Localized parallax cubemaps though... mph. Good shit.
The worst thing for screen space reflections are walls and cielings (see: Warframe, Killzone Shadow Fall). Stay away from that shit and you probably won't see as many issues.
[QUOTE=Sally;41256498]But you can.
In the image im holding a func_physbox with some water parented to it using fun_analog_water.
I also have some water rotated at angles.
Also includes some displacement water!
But it did look like butts because of all the water.
[IMG]http://cloud-2.steampowered.com/ugc/884112244183685101/8B2B9F127852653451A6153D7E38E39312DAF229/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/884112244183703380/EE60888C366D818A6D00CC0D0A2558F32CDFDFDF/[/IMG][/QUOTE]
Odd, thats never worked for me. Does the displacement water still act like water? I wouldnt assume so since it doesn't have volume. There must have been some sort of update to the Orange Box version of Source that allowed water to be placed on angles, because I remember with the old (2004 version) you were unable to do such a thing.
[QUOTE=xalener;41258031]Crysis 3's screen space reflection+ cubemap water works perfectly fine and looks damn good. Very damn good.
[/QUOTE]
It has quite a few problems, just stare at it for a bit: also, we run back into the issue of finding sombody who would be able or willing to make a system that created fake waves on a mesh. (You would also lose refraction, and that REALLY LOOKS BAD)
[QUOTE=xalener;41257212]Man, if you guys could pull off even Halo 3 level water in source, I'd... whmph...[/QUOTE]
That should be possible but the problem is that because HL2 uses water in places such as the canals where the lack of local reflections (mainly of the walls surrounding the water) would make Halo3-style water suck even more than in Halo 3 (where it was used in wide open places where there were not THAT many local reflections).
EDIT: Man, FP is really doing a very good job at hiding posts from me for a few hours :(
[QUOTE=glitchvid;41260339]It has quite a few problems[/QUOTE]
Not enough. The tradeoff is worth it. In fact, the tradeoff is probably going to be the difference between generations.
[QUOTE=Robertto;41257360][video=youtube;LFMgwyA2KWo]http://www.youtube.com/watch?v=LFMgwyA2KWo[/video]
Would this be an option?[/QUOTE]
Not possible (like its done in the video anyway) because ASW doesn't support vertex animations. SFM does and that's why its possible in that engine revision.
[QUOTE=ProZak;41262204]Not possible (like its done in the video anyway) because ASW doesn't support vertex animations. SFM does and that's why its possible in that engine revision.[/QUOTE]
Biohazard had an example of vertex shader in the 1st version of his shader editor for ASW. It made almost the same effect. Just to let you know guys...
[QUOTE=xalener;41261050]Not enough. The tradeoff is worth it. In fact, the tradeoff is probably going to be the difference between generations.[/QUOTE]
Much of HL2's water is much more shallow, and in areas with high 'local' detail: it would REALLY show:
[img]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/screenspacevsmrt.png[/img]
[editline]1st July 2013[/editline]
[QUOTE=Nicolas;41262265]Biohazard had an example of vertex shader in the 1st version of his shader editor for ASW. It made almost the same effect. Just to let you know guys...[/QUOTE]
Vertex animation, not Shader: two different things.
Cra0kalo's implementation relies on a vertex animation, not a vertex shader.
[QUOTE=glitchvid;41262295]Vertex animation, not Shader: two different things.
Cra0kalo's implementation relies on a vertex animation, not a vertex shader.[/QUOTE]
But you can do the same effect just with shader.
[QUOTE=Nicolas;41262488]But you can do the same effect just with shader.[/QUOTE]
You could, but again we run into 2 problems: Making the water a mesh (not terribly hard, but certainly work), and finding somebody with the knowhow and will to do it.
I mean for water that you go in it wouldn't work, but for like th coast, waves like Dear Esther would be really cool.
[QUOTE='[CWG]RustySpannerz;41262713']I mean for water that you go in it wouldn't work, but for like th coast, waves like Dear Esther would be really cool.[/QUOTE]
For the coast I'll probably do something a bit different (but I'll still use the water shader).
Just gonna pop in for a quick second to say something unrelated, but somewhat important.
In d1_canals_01, when you get to where the first razor train passes, there are barrels. I find that if you throw the barrels on the tracks, there's a high chance that the train will get stuck on them. That should probably be looked at.
[QUOTE=xalener;41261050]Not enough. The tradeoff is worth it. In fact, the tradeoff is probably going to be the difference between generations.[/QUOTE]
it also renders things between the camera and the water as long as it's in the screen space
that looked so weird in the dam level in cry3 where the water was reflecting this giant handrail that was nowhere near the water
or where it would reflect the scope whenever you were looking down the sight
[t]http://i.imgur.com/XzjjTcv.jpg[/t]
In fear 1, there was dynamic water with real waves, if an object felt in it, you could see it generate waves depending on how close it was to the an edge, and how hard was the fall
[QUOTE=tehstrelok;41263576]In fear 1, there was dynamic water with real waves, if an object felt in it, you could see it generate waves dependidng on how close it was to the an edge, and how hard was the fall[/QUOTE]
It's not anything terribly hard to do if you're an experienced programmer and want to do it, you'd need to employ a lot of hacks if you want reflection and refraction: but you could do it.
The best example is KZ3 (And upcoming BF4, They've actually done some REALLY cool things).
-Video coming here soon-
[QUOTE=Mr. Someguy;41263173]Just gonna pop in for a quick second to say something unrelated, but somewhat important.
In d1_canals_01, when you get to where the first razor train passes, there are barrels. I find that if you throw the barrels on the tracks, there's a high chance that the train will get stuck on them. That should probably be looked at.[/QUOTE]
I've done this a lot (in vanilla HL2 and in-mod) and the train never got stuck for me...
[QUOTE=Fat-Corgi-Guy;41263698]I've done this a lot (in vanilla HL2 and in-mod) and the train never got stuck for me...[/QUOTE]
They always exploded.
[QUOTE=Fat-Corgi-Guy;41263698]I've done this a lot (in vanilla HL2 and in-mod) and the train never got stuck for me...[/QUOTE]
I'd never heard of doing this before, but yeah, I just tried this and it worked. The train even slowed down while I was holding a barrel out in front of it.
[QUOTE=Juniez;41263199]it also renders things between the camera and the water as long as it's in the screen space
that looked so weird in the dam level in cry3 where the water was reflecting this giant handrail that was nowhere near the water
or where it would reflect the scope whenever you were looking down the sight
[t]http://i.imgur.com/XzjjTcv.jpg[/t][/QUOTE]
ain't no scopes in HL bruh... wait Xbow
Actually it could pose a problem for the Xbow especially because it gets used the most (by me) during the coast section. On the dry land of areas course, but still.
Bah, this subject is gettin tired. I doubt anything is gonna be done about it so I'll bring up something entirely different. Non-explosive barrels. Would it be worth it to have various levels of damage that would swap in after they take enough of a beating? Nothing too drastic, just something to make them feel like they're not 100% indestructible.
[QUOTE=xalener;41265166]ain't no scopes in HL bruh... wait Xbow
Bah, this subject is getting tired. I doubt anything is gonna be done about it so I'll bring up something entirely different. Non-explosive barrels. Would it be worth it to have various levels of damage that would swap in after they take enough of a beating? Nothing too drastic, just something to make them feel like they're not 100% indestructible.[/QUOTE]
Actually this would be a fix to the razor train bug Mr. Someguy brought up. The train only gets stopped since it can't break the barrels.
Ok so I haven't really posted any texture work I've been doing in forever, so here's a small "update" on them.
I've been working on [I]wood[/I] and [I]nature[/I] textures recently, as well has redoing some of the [I]tile[/I] textures I made before. [sub]Please do not patronize me about redoing my own redone textures, they needed it.[/sub]
So without further ado, here's 2 textures I've recently finished:
[t]http://i.imgur.com/dfpipxy.jpg[/t][t]http://i.imgur.com/ffvBagy.jpg[/t]
I've also been experimenting with a new watermark, as you can tell :v:
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