Swimming?

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
will there be swimming in ns2? i think i remember there's going to be a water entity or texture or something, just wanted to know if there will be swimming for a deep lake or pond?

otherwise i will have to re concept one of my RT rooms.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I remember there was talk about water not being in the beta/full release though...
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Yup, wont be in the release, but the talk back then leaded me to to believe UWE will work on getting water stuff coded into the engine shortly after, so moders and mappers have new toys :)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1799411:date=Sep 22 2010, 03:57 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Sep 22 2010, 03:57 AM) <a href="index.php?act=findpost&pid=1799411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, wont be in the release, but the talk back then leaded me to to believe UWE will work on getting water stuff coded into the engine shortly after, so moders and mappers have new toys :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    so should i just go with knee-deep water now or will there be no water texture at all? can we put in planes/geometry that have no clipping? i can model the room with just the rocks and throw in ladders in the meantime but i'd like to know if we can have water of the non-swimming kind at least.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    I heard Max saying that it is pretty hard to make water look good with dynamic lighting/shadows, I think especially reflections and stuff. But maybe you can make some "poor man's" water by using a combination of flash based animation and an alpha mask to make it translucent, for kneedeep water that is. Still you wouldn't have dynamic water sounds (HL2 rules in this department). Ya might have to make due with ambient water sounds...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1799494:date=Sep 22 2010, 03:59 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 22 2010, 03:59 PM) <a href="index.php?act=findpost&pid=1799494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I heard Max saying that it is pretty hard to make water look good with dynamic lighting/shadows, I think especially reflections and stuff. But maybe you can make some "poor man's" water by using a combination of flash based animation and an alpha mask to make it translucent, for kneedeep water that is. Still you wouldn't have dynamic water sounds (HL2 rules in this department). Ya might have to make due with ambient water sounds...<!--QuoteEnd--></div><!--QuoteEEnd-->

    is it even worth it then? there won't be any impact splashes from running through it.

    how do i go about making the swf into a texture, is it the same process as the regular textures?

    and can i set the geometry to no clip (so players aren't walking on the water?
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    i bet water will be implemented with the biodome theme. seems more fitting in that environment.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    <!--quoteo(post=1799497:date=Sep 22 2010, 08:47 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Sep 22 2010, 08:47 PM) <a href="index.php?act=findpost&pid=1799497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is it even worth it then? there won't be any impact splashes from running through it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Probably not, that's why I called it "poor man's water"
    <!--quoteo(post=1799497:date=Sep 22 2010, 08:47 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Sep 22 2010, 08:47 PM) <a href="index.php?act=findpost&pid=1799497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do i go about making the swf into a texture, is it the same process as the regular textures?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you need a prop that links to it (the current monitors on props use swf for displaying the animation on there). But then again, flash based animation (using vector animation) would probably look bad. unless you animate a gif texture and import that into an swf. But that has the problem of lack of bumpmapping I guess.
    <!--quoteo(post=1799497:date=Sep 22 2010, 08:47 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Sep 22 2010, 08:47 PM) <a href="index.php?act=findpost&pid=1799497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and can i set the geometry to no clip (so players aren't walking on the water?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not at the moment, I think...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1799499:date=Sep 22 2010, 06:02 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 22 2010, 06:02 PM) <a href="index.php?act=findpost&pid=1799499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you need a prop that links to it (the current monitors on props use swf for displaying the animation on there). But then again, flash based animation (using vector animation) would probably look bad. unless you animate a gif texture and import that into an swf. But that has the problem of lack of bumpmapping I guess.<!--QuoteEnd--></div><!--QuoteEEnd-->

    not too worried about bumpmapping as its gonna be poor man's, more concerned about tiling an animation (it will make my brain hurt to do it, but i'm game). or will it stretch the swf over the whole plane because its vector and won't lose sharpness.

    i'll keep some water in one of the rooms for now and play with it.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    bump for uwe response
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited September 2010
    Volumes of water are incredibly low on the priority list right now, as it isn't really needed for the "refinery" setting we're working on at the moment. I have no idea when the various issues it raises are going to be approached, but it won't be for quite some time. I wouldn't recommend you plan a volume of water in your map at the moment.

    As for knee-deep water, I don't really know what to suggest other than that you keep experimenting.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1799610:date=Sep 23 2010, 04:50 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Sep 23 2010, 04:50 PM) <a href="index.php?act=findpost&pid=1799610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Volumes of water are incredibly low on the priority list right now, as it isn't really needed for the "refinery" setting we're working on at the moment. I have no idea when the various issues it raises are going to be approached, but it won't be for quite some time. I wouldn't recommend you plan a volume of water in your map at the moment.

    As for knee-deep water, I don't really know what to suggest other than that you keep experimenting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    thanks, insane. i'll play around with knee deep water, it'll be cheap but i think i can still get the effect i want. it will also be stationary water so i won't really need an animated texture.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Your options are limited, you cant use world geometry because the water would be solid, You would have to make a model plane with an animated swf applied but you would also have the problem of no water footstep sounds. You would have to create your own sound bank with custom sounds and add a water surface type to the game code.
    This instantly requires you to disrtibute the map as a mod and is a lot of work.
    I would just scratch it for now and map in water in the future.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1799622:date=Sep 23 2010, 05:41 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Sep 23 2010, 05:41 PM) <a href="index.php?act=findpost&pid=1799622"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your options are limited, you cant use world geometry because the water would be solid, You would have to make a model plane with an animated swf applied but you would also have the problem of no water footstep sounds. You would have to create your own sound bank with custom sounds and add a water surface type to the game code.
    This instantly requires you to disrtibute the map as a mod and is a lot of work.
    I would just scratch it for now and map in water in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->

    :(

    its just that caves like this make for perfect hives:

    <img src="http://img.uphaa.com/uploads/298/underground-cave-river-3.jpg" border="0" class="linked-image" />
Sign In or Register to comment.