• Can you waterproof props?
    41 replies, posted
[QUOTE=PotcFdk;23468412]Uhm you could add that submarine into the map... And remove the water out of the whole thing. Basically, if you build that submarine into your map, you can do much stuff, like wannabe-dynamic water (which looks VERY good and real, but is just hard-coded)[/QUOTE] Hey. Read what everyone has posted before replying to the first post. We've explained this to the less fortunate already.
[QUOTE=PotcFdk;23468412]Uhm you could add that submarine into the map... And remove the water out of the whole thing. Basically, if you build that submarine into your map, you can do much stuff, like wannabe-dynamic water (which looks VERY good and real, but is just hard-coded)[/QUOTE] you would need the sub to either stay in place or have a small piece of water that follows around the sub
Dude, Anything above the Nvidia 8000 series has built in PhysX and can render water quite nice: [media]http://www.youtube.com/watch?v=nSwASbUzt0s[/media] As shown, A decent 30 fps with over 60k water particles on a 8800
[QUOTE=Goz3rr;23647513]Dude, Anything above the Nvidia 8000 series has built in PhysX and can render water quite nice: [media]http://www.youtube.com/watch?v=nSwASbUzt0s[/media] As shown, A decent 30 fps with over 60k water particles on a 8800[/QUOTE] Right, except you don't have a clue what you are on about. That was a simulation demo, a program [B]designed[/B] around showing off water physics. It can't be used in a game properly as it is too resource intensive, and even then, the simulation itself looks like it's running too slow to be real water. The playback FPS isn't the problem there. The fact it is a demo means it was there to show off PhysX, not be actually viable in a game by that point. Plus using PhysX would render the feature unusable for a large number of players who don't have nVidia GPUs.
[QUOTE=hexpunK;23648360]Right, except you don't have a clue what you are on about. That was a simulation demo, a program [B]designed[/B] around showing off water physics. It can't be used in a game properly as it is too resource intensive, and even then, the simulation itself looks like it's running too slow to be real water. The playback FPS isn't the problem there. The fact it is a demo means it was there to show off PhysX, not be actually viable in a game by that point. Plus using PhysX would render the feature unusable for a large number of players who don't have nVidia GPUs.[/QUOTE] Idk, the "An error has occured. Please try again" looked very realistic and like it would work very well in a game
[quote=rooawash;23356425]i was wondering if i can make a submarine for example with a collection of props and some how make it waterproof so that water wouldnt flood it. It dosent have to float but i would like the inside of the submarine to stay clear of water. Any suggestions?[/quote]no simple as that and anyone who made a long comment is a bit stupid
[QUOTE=skannerz22;23661065]no simple as that and anyone who made a long comment is a bit stupid[/QUOTE] It is not stupid to explain things to people, it is rather stupid to decide to just say no without explaining why, as that way no one learns
No you can't.
Yes this can be done. It would be something like: 1. Create a scripted entity, that when welded, gets the Min and Max world coords taking into account all the props parents and children. Relative to top parents pos/angles. or 1.Make a STool that allows you to select min/max world coords relative to a props position/angles. 2. Use a Think/tick/playertick(don't know what would be best) hook. Check player Entity:WaterLevel() to avoid unnecessary execution, after check/calculate if the player is in the min/max coords mentioned above. 3. Modify the players screen effect? - Not sure if THIS is possible with the water. 4. Find a refrence that explains what exactly happens when a player is in water, how are his velocities and movements calculated. 4.5 Change player animations/movement type. Fix up move data ( correct the gravity/velocities ). Also apply all the forces the parent prop has to the player, so he moves relativly with the prop (submarine). 5. Find out if functions dealing with -ground checks- do any -is in water- checks. Override them if they do. 6. Freak out until you find and solve something that you didnt think would affect this.
Theoretically this could be possible without much difficulty for the engine. The engine simulates under-water by putting a overlay on the screen + shader on objects, also of course you have the ability to "swim" similiar like noclip instead of walking. So something like a submarine could be easily accomplished by checking the bounds of the submarine (e.g. defining the size of a cube or ellipse with a tool), and then just deactivating the effects inside it. Of course the difficulty of implementing it in the engine depends on how abstract the water effects are written. The whole talk of dynamic water here is pointless or offtopic, as dynamic water isn't a viable solution to such a problem, as you don't need any physics to solve this problem. However, real flowing water is of course possible with todays engines, but like I said not viable for this problem. E.g. look at this video, how the cubes block the water in the river: [url]https://youtu.be/xOihbdkedKM?t=1m28s[/url] Made with a mix of [b]EDIT[/b]: Just noticed too (see post under me) that the thread is 6 years old... (But I wasn't the one who pushed it haha)
Also just noticed this is 6 years old, :dead: . I'm blaming google... Anyways, ill post back if I end up taking on the project mentioned in my previous post. :smile:
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