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Archangel35757

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Everything posted by Archangel35757

  1. @@gerbilOFdoom, @@Xycaleth, @@Raz0r... the current water filter overlay is a hard-coded RGB value in Cgame, yes? The parameter holding this RGB value gets passed to renderer to be rendered (either Vanilla or rend2), correct so far? Does the Cgame code then process the brush information & water shaders to the renderer for rendering? If so then it seems a simple method could be constructed to set the water filter overlay color RGB value to the specific water brush the player just dove into… and store this value into the parameter that holds the overlay. Initially draw it as dark gray or pale black (simulating eyes closed... if it takes a frame or two to compute the actual color).
  2. Someone please clarify my confusion... so this water filter overlay color is hard-coded in cgame. The vanilla renderer or rend2 simply render this fixed color based on whatever parameter stores this hard-coded RGB value, yes? So I am suggesting to modify the cgame code so that this water filter RGB color is a modifiable value based on a color that compliments the water brush itself... e.g. muddy river, green pond water, clear Bahamas, blue ocean, etc. (Do water brushes themselves have some sort of color value? Perhaps the caulk_water Shader can have a property for this overlay RGB color-- then it can be a unique value for each water brush area)
  3. It would be nice if this "throwable mod" would also create an underhand toss animation for the player... in addition to the standard throw animation
  4. I thought such a change would be independent of the renderer as you guys are saying it is a simple RGB color overlay with some large percentage of transparency, no? So either rend2 or the Vanilla renderer render this RGB color now, yeah? All I'm saying is to modify the cgame code so that it is not single hard-coded value... but rather gets it's RGB value from the color of the water brush itself.
  5. I'm sure a method can be coded to have the original color be a default value... based on some Boolean logic check
  6. But just changing that one RGB value in C game is just another hardcoded change... what I'm suggesting will take a little bit more code so that it automatically samples a color that complements the water brush itself. A brown muddy river is different than the clear waters of the Bahamas.
  7. I'm just not grasping your argument... I think it would be like any number of OpenJK enhancements-- that any mod using openJK would have this as an OpenJK base feature in cgame which they can then add their unique mod changes... and if for some unfathomable reason if they didn't want it, they could change it back, etc. For example, perhaps the cgame could be modified to sample the base color of the water brush?
  8. How's that? The source code can be modified... it could be totally removed, yeah? Seems like there would be some way to modify the code to have it be modifiable... or set to a specific color/hue... no?
  9. But if the underwater texture that is hard coded to be that blue color was modified in OpenJK code to allow the mappers to manually set that color ( thru a water brush parameter or some other mechanism-- or accept that standard blue color as a default)... then a mod (based on OpenJK) would have to change the code back to whatever else they wanted... Right?
  10. Would it not be an "enhancement" that could be baselined in OpenJK? And thus available to all mods using OpenJK? @@Raz0r
  11. Okay... then cgame should be modified so that it's not hard-coded but rather can be established by the mapper somehow as a water brush parameter.
  12. Why is that? Because it's a hard-coded overlay? If so I think rend2 should allow it to be a mapper designated color that could be used in conjunction with fog (to better simulate underwater visibility conditions) ...please.
  13. @@Tauns-- so you're using the new 3dsMax 2015 dotXSI exporter I uploaded for part of your workflow? If so, how about a review and vote on it in the Utilities section?
  14. I'm saying that using a fog brush entity under water would create a more realistic water visibility effect... and the fog tga could be tinted to complement the water color.
  15. On import... do you have an option to rescale the incoming GLM from 64% back to 100% (scale factor 1.5625)? And likewise on export (100% to 64%)...
  16. @@Cerez -- Keep in mind, if the eye placement doesn't match the skeleton eye bones' placement you'll get bad eye movement when the eye bones rotate.
  17. But characters/NPCs (Mr. Shark) swimming thru a caustic effect would swim thru the light pattern.... like in that openGL video.
  18. @@Ramikad - so the fog.tga could also be replaced for a more underwater-like tga image as well I see... I wonder if the fog shader would allow a lightmap that would replicate the underwater caustic effect? http://marine-wp.acfr.usyd.edu.au/wp-content/uploads/2014/06/320px-UndImgLighteffects.png https://cdn.tutsplus.com/cg/uploads/legacy/135_C4D_Caustics/finalEffectCaustics.jpg
  19. I think Zero-gravity would only work if you are neutrally bouyant... otherwise based on your bouyancy you'd either rise or sink (requiring you to swim to resist rising or sinking). I'm not sire how detailed the game's regarding bouyancy are... don't water brushes use bouyancy? @@Raz0r, @@Ramikad -- can we control the color of the fog?
  20. Well I think a fog-like effect would be perfect to apply for underwater visibility... maybe there is a way to make them play together nice.
  21. Can the fog visibility effect be used underwater to simulate underwater visibility conditions (center the effect around the player position)??
  22. Maybe it could be something like a fog effect that limit your visibility-- just like real water (depending on water quality)
  23. @@DT85 - if the bottom is visible then there should be some kind of caustic effect at bottom and ramping up the sides from the bottom, yes? I still can't see that. Also, why can I not see the PNG image on my cell? I only see a link...
  24. You should add a light pattern like this at the bottom:
  25. It's not worthwhile to download a trial... and the downloads seem more bloated-- taking hours. I have both 2015/2016 installed due to my maintenance subscription... I was just too lazy to do a thorough test.
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