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Re: New Terrain
Posted: 25 Nov 2008, 23:05
by elio
awesome!
here the ships..hmm
Re: New Terrain
Posted: 26 Nov 2008, 00:03
by EVIL386
lol flying boats

Just a different hover body am I right?
That water looks well choppy/rough wouldn't want to be out there in that!

Re: New Terrain
Posted: 26 Nov 2008, 02:02
by gerard_
I played with it some more. The boats do actually sit in the water and the water is darker.
It's not committed yet.
Re: New Terrain
Posted: 26 Nov 2008, 02:24
by EVIL386
This new blending technique looks awesome btw, good job!
Re: New Terrain
Posted: 26 Nov 2008, 05:19
by whippersnapper
.
clean & choppy.......
choppy...& maybe more than a tad polluted (in a mod you could script penalties on boats traversing such... interesting game play possibilities).
.
Re: New Terrain
Posted: 26 Nov 2008, 08:21
by Deus Siddis
Yeah, I kind of think some clean blue water would be good too, like what we saw in the original water textures.
Both brown and blue waters will be very useful for the WZ setting- brown for water polluted by the debri of a destroyed civilization or just ordinary mud and blue for the rest of the water since there is really no one left to keep dumping sh*t into it all the time.
Re: New Terrain
Posted: 26 Nov 2008, 08:53
by whippersnapper
....
hmmm... that raises an interesting question, Deus. can you use more than one water texture per map / tertile set ? when i was working on
v.1.10 projects i made 3 diff water tertiles and 1 lava but i never used them at the same time in the same tertile set-map.........
just assumed it wasn't possible... well pre-source no doubt, but now, i dunno.
.
Re: New Terrain
Posted: 26 Nov 2008, 11:04
by gerard_
Committed it. Here's another screenshot:
Re: New Terrain
Posted: 26 Nov 2008, 17:02
by Terminator
Very Good

, but Is left old crapy animation when bombs(or seeds of rain) fell into the water ?
Re: New Terrain
Posted: 26 Nov 2008, 18:54
by Tymon

ships!
can't wait for this
the water also looks a bit too dark I know its meant to be polluted but that's more of mud then water
edit:never mind didn't notice the newer screenshot lol its perfect
Re: New Terrain
Posted: 26 Nov 2008, 19:19
by Thraka
Wowie!!!! You're awesome.. Pure awesome! And the boats look great too! Now all we need is in-game terrain deformation

hehehe I know, knock it off.
Re: New Terrain
Posted: 26 Nov 2008, 19:27
by whippersnapper
.
there's an issue in play here rarely raised. the way Pumpkin used 1 base tertile for surface terrain and below water land. in this case
it is a darkish brown. because the one tertile is used in this dual role (a mistake on Pumpkin's part, imo) you cannot just will-nilly play
around with its tonality on the water side without screwing up where its used as a surface tertile. so your left with the only option of working
with the water tonality as it interacts with the below water tertile.
...
Re: New Terrain
Posted: 26 Nov 2008, 19:53
by gerard_
whippersnapper wrote:.
there's an issue in play here rarely raised. the way Pumpkin used 1 base tertile for surface terrain and below water land. in this case
it is a darkish brown. because the one tertile is used in this dual role (a mistake on Pumpkin's part, imo) you cannot just will-nilly play
around with its tonality on the water side without screwing up where its used as a surface tertile. so your left with the only option of working
with the water tonality as it interacts with the below water tertile.
...
Luckily this is no longer an issue, as the new terrain renderer can use a custom texture for the underwater surface.
Re: New Terrain
Posted: 26 Nov 2008, 19:58
by whippersnapper
.
wow, that's kwel... opens up a lot of possibilities.
.
Re: New Terrain
Posted: 27 Nov 2008, 05:06
by Zarel
A lot of people have asked for lighter, clearer, or bluer water, and I agree. However:
I've messed with the renderer and textures for a few hours (turns out glBlendFunc() isn't explained very well in most places), and I don't think it can look much better than it currently does without making the water renderer a lot more complex.