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Bleeding carcasses under water

Posted: Wed Jun 02, 2010 7:18 am
by mentalhunter
Could you guys maybe implent this into the future 227? Here is a picture of what i mean, also has some impressive water/under water view:

Screenshot was taken in FarCry Btw.
Image

Re: Bleeding carcasses under water

Posted: Wed Jun 02, 2010 12:05 pm
by Hyper
Ehm, nice bells and whistles indeed, but let's focus on getting it 227G stable first, ok?

By the way: The curved sea bottom in the screenshot (high polygon) and the per-pixel shadered water looks nice as well. ;-)

Re: Bleeding carcasses under water

Posted: Thu Jun 03, 2010 8:53 am
by Smirftsch
Ehm, nice bells and whistles indeed, but let's focus on getting it 227G stable first, ok?
Couldn't agree more.

Re: Bleeding carcasses under water

Posted: Fri Jun 04, 2010 1:28 am
by Jet v4.3.5
Actually, it's pretty easy to do on your own. Just set the waterzoneinfo's bfogzone to true then add a light in the middle of the carcass, and set its settings to match below:

-LightColor
*LightBrightness 16
*LightHue 0
*LightSaturation 0

-Lighting
*LightRadius 1
*VolumeBrightness 222
*VolumeFog 222
*VolumeRadius 1

These settings should work well. I haven't really seen them used in a well-lit area, so you may want to try that and get back to me so I know myself, but from what I've seen, it looks pretty realistic in the old engine. P.S., I got this from Mister Prophet in his Darkness map from Seven Bullets, for his credibility.

Re: Bleeding carcasses under water

Posted: Fri Jun 04, 2010 2:23 am
by []KAOS[]Casey
Too bad that's not feasible for dynamic blood pools, but it sure is a neat trick for mapping.