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Arcturus

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Posts posted by Arcturus

  1. Human Revolution had a very strong visual identity and the excuse for it was this whole 'new renaissance' idea. And because the game was successful they now wont change a single bit. As a result I have an impression that I already played it. They could at least swap orange with pink and triangles with circles, or something. But yeah, I enjoyed HR so I will buy this one too I guess.

    • Like 2
  2. The trailer looks a bit silly to me. And the whole thing is identical to the previous game. It looks more like an expansion pack then a proper sequel. And I guess having a huge, augmented villain with a phony accent is now a tradition.

     

  3. I did not commit it, but of course you can use it freely. People seem to be worry real time reflections will slow down the game too much. But that can be replaced with cubemap. I think it's still better than nothing. My setup is pretty complex with 3 different shaders. But even a single animated refractive shader with 50 frames will look better than the stock clear water with a scrolling normalmap, in my opinion.

    • Like 1
  4. Water uses 3 different surfaces:

    a) semitransparent reflection

    B) animated refraction (50 frames) that warps bottom of the river and the reflection; it also has specularmap with bumpmap

    c) animated diffusemap (also 50 frames), semitransparent, using blend blend method, gives a little bit of colour on top

  5. I made splash the same way:

     

     

    Here are the files.

     

    I don't understand the setup or how the bumpmap is combining with the standard heat haze water surface effect.

     

    Check the zip file I attached. Material looks like this:

     

     

    textures/particles/splash_1
    {
            qer_editorimage textures/darkmod/sfx/deforms/splash_local.tga
            
            noshadows
            noselfshadow
            noimpact
            nonsolid
            translucent
            diffusemap    _black
        {    
            blend    specularmap
            map        textures/particles/splash_s
            alpha 0
        }
        {
            blend bumpmap
            map    textures/darkmod/sfx/deforms/splash_local.tga
        }
        {
            program         heatHaze.vfp
            vertexParm      0       time * 0 , time * 0 // scroll
            vertexParm      1       2 //magnitude
            fragmentMap     0       _currentRender
            fragmentMap     1       textures/darkmod/sfx/deforms/splash_local.tga
        }
    }

     

     

    • Like 4
  6. I thought it would look worse.

     

     

    Effects actually blend nicely and corners are not noticeable. There are some drawbacks however. It doesn't work with coloured water:

     

     

    The effect is one-sided and I don't know how do another stage with faces flipped. Also particle don't fade, they disappear abruptly.

    There are 3 particles spawned at random positions in one cycle. Z axis is also slightly random to avoid z-fight. Along the heat haze effect there is also specular map, just like the water in the video. Here are the files.

    • Like 3
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