View previous topic :: View next topic |
Author |
Message |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Mon Aug 04, 2008 11:12 pm Post subject: Rising mod water? |
|
|
As recently as maybe a week ago, I had a URL of a mod I wanted to check out.
I can't recall the name and my searches aren't yielding anything.
It was called maybe the "Rising water mod" or something to that effect and the URL was a link to someone's homepage with a few Quake related different odds and ends and the page seemed rather current.
It is possible that I didn't find the URL here but on CocoT's home page or somewhere like that.
If anyone knows what I am talking about, any assistance would be greatly appreciated. I've been trying to track down the source codes to interesting mods (gyro, mathlib) and so forth and I really want this one. |
|
Back to top |
|
 |
Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
|
Posted: Mon Aug 04, 2008 11:33 pm Post subject: |
|
|
Water can't move.
The engine doesn't support water contents on entities that are not the world.
What you can do, however, is have brushes that look like water.
Pretty much the same, but you can't let the user go in it or they'll moan like crazy that they couldn't swim in it.
Alternativly, you can make everything other than the water into an entity, and move the entire world. Which, quite frankly, is horrible. But mneh.
void() waterbob =
{
self.origin_z = sin(time/4)*24;
self.nextthink = time + 0.025;
};
I can't remeber which builtin can be used to mimic sin in engines without the sin builtin, but it can be done. _________________ What's a signature? |
|
Back to top |
|
 |
Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
|
Posted: Mon Aug 04, 2008 11:40 pm Post subject: |
|
|
Spike: I believe DarkPlaces supports water contents on entities. Many compilers don't, however. _________________ Look out for Twigboy |
|
Back to top |
|
 |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Mon Aug 04, 2008 11:44 pm Post subject: |
|
|
Spike wrote: | Water can't move.
The engine doesn't support water contents on entities that are not the world. |
Nooooooooooooooooooooo.
My dreams have been destroyed!
/Sigh
Well, if I ever find this mod at least I now know what it does NOT do.  |
|
Back to top |
|
 |
CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
|
Posted: Tue Aug 05, 2008 12:21 am Post subject: |
|
|
Doesn't the "Extra QuakeC Mod r4" do funky things like that? The site does say that you can "dynamically flood a level" with it. That might be something I alluded to on my site when people were asking for lava-submerged maps for Transloquake. I haven't looked into it yet, but it might interest you, Baker: http://quake.chaoticbox.com/ _________________ http://www.planetcocot.net/ |
|
Back to top |
|
 |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Tue Aug 05, 2008 1:12 am Post subject: |
|
|
CocoT wrote: | Doesn't the "Extra QuakeC Mod r4" do funky things like that? The site does say that you can "dynamically flood a level" with it. That might be something I alluded to on my site when people were asking for lava-submerged maps for Transloquake. I haven't looked into it yet, but it might interest you, Baker: http://quake.chaoticbox.com/ |
Thank you, sir. That's the one.
Now ... to find out how it does or doesn't do whatever it does or doesn't do.  |
|
Back to top |
|
 |
Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
|
Posted: Tue Aug 05, 2008 8:36 am Post subject: |
|
|
Yeah, it emulates water with cshift and constant player movement adjustment. Its a fairly large hack, but it does indeed look to the user to do what its meant to. _________________ What's a signature? |
|
Back to top |
|
 |
FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
|
Posted: Thu Aug 07, 2008 1:14 am Post subject: |
|
|
I at one time made a level out of multiple bmodel func_doors. The level appeared to fill up with water, but what was really happening was the entire visible geometry of the level was slowly moving down into a huge water brush at the bottom of the map. |
|
Back to top |
|
 |
Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
|
Posted: Thu Aug 07, 2008 5:11 am Post subject: |
|
|
That's a clever trick  _________________ Look out for Twigboy |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 910
|
|
Back to top |
|
 |
Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
|
Posted: Fri Aug 08, 2008 3:40 am Post subject: |
|
|
mh wrote: | Errrrm - doesn't Hipnotic have moving water brushes? |
Yes.
However they're non-solid, and only ever used to surround walkways. The player can never enter them. If they did, they'd just fall through them. Which is what I was really talking about in my first post. Assuming it really is a cube, you can make them look like proper water, although I don't know of any real way to fake the underwater warp effects. You can at least tint the screen and fake undwater physics. Although its still not truewater. _________________ What's a signature? |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 910
|
|
Back to top |
|
 |
scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
|
Posted: Fri Aug 08, 2008 8:12 pm Post subject: |
|
|
That strikes me as a case of putting in a moving water brush, and beneath its lowest point, an actual water brush which you cannot see, but causes the splash sound.
Granted this isn't even based on memory, as I don't recall that level very clearly. |
|
Back to top |
|
 |
|