Question About Water

RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
<div class="IPBDescription">its about water.</div> Does water give you frame rate problems?
Big "lakes" of water in large spaces? =P

Im still putting down the basic layout of my map (a big time consumer) and i was wondering if water poses any problems. If yes, i wont use it as much and if no : my map will be nice =P

thnx anyway.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    The problem of one (large) object is that the object is calculated completely even if you just (maybe) could see a part of it.
    Func_water causes lots of animated polygons.
    Run your (full VIS compiled) map with "gl_wiregrame 2" in opengl mode to see this.

    other problem in NS Netcode (its entities viewdistance is shorter) is that if you see LOTS of entities some of them disapear from the screen sometimes.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    edited March 2003
    yes water can give fps lag problems, even if it doesn't show up as wpolys. so it may cause client lag, but not net lag pre se.

    Ollj told you why.

    from <a href='http://www.slackiller.com/tommy14/rspeeds.htm' target='_blank'>Ways of Reducing R_speeds & lag tutorial</a> - (check it for more info):
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Fixing water</b> - there are several ways to hide the water for the "water everywhere seen" problem in multiplayer maps and still have transparent water:

    <b>chopping</b> - it is claimed to help to chop your water into sections of 512x512 (or smaller) and tie each section to a different func_water. <i>However I myself could not get this to work! My water was still visible everywhere! </i>

    <b>texture I</b> - Make, and use an animated water texture without the '!' at the beginning of the name, along with func_water entity. Only textures with a ! on the beginning of the name will be used as water textures by the engine. Possible problem: the water_surface may only be seen by one side.

    <b>texture II</b> - Use a func_illusionary instead of func_water, then un-select smart edit. In the key of skin, add the value "-3". Now it should sound like water, and if you jump it will not hurt, just like water. Possible problem: the water_surface may only be seen by one side top.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    and here are some more wet thoughts:
    1. the animated water on a regular solid brush works best with water that is there for looks, that players cannot get into. also good for water falls if made func illusionary.
    2. the func illusionary fix works best with puddles, or other shallow water.
    3. for flowing water that players don't get in, SCROLLing texture on a func conveyor works well. again also useful for falls, off converyor is not solid.
    4. i suppose you could make a locked axis sprite of flowing water too, but i have never seen it done.
    5. but if you have to have water players get INSIDE, or wave action, then func water is about the only way to go....
    6. for a cool water dappled light effect, see -> <a href='http://www.chatbear.com/cgi-bin/board.pl?action=viewthread&threadid=613,1045918895,15832&id=406521&boardid=653&view=flatold' target='_blank'>VERC - Anomalous Materials - The Ultimate water light dappling effect thread</a>
    7. and for better looking "wetter" water, see -> <a href='http://www.chatbear.com/cgi-bin/board.pl?action=viewthread&threadid=219,1041807741,19704&id=373316&boardid=653&view=flatold' target='_blank'>VERC - Anomalous Materials - New water graphics thread</a>

    (yes, i know #6 &7 may require more resources that NS doesn't have....depends on your map. if you can, look improvement in water in neat.)
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    thanks for your quick and clear answers.

    Ill be fighting that water problem for a while i guess since i really really want to use water. Aarg cant wait to post some cool screens or tell what im working at but i really want to wait untill i pull it off. Right now im still battling the map layout and its balance problems. Every time i change something to fix something else, i end up making another thing even worse =P.
    but anyways:
    thanks guys.
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