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Bleeding carcasses under water

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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mentalhunter
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Bleeding carcasses under water

Post 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.
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Hyper
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Re: Bleeding carcasses under water

Post 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. ;-)
Last edited by Hyper on Wed Jun 02, 2010 12:08 pm, edited 1 time in total.
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Smirftsch
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Re: Bleeding carcasses under water

Post by Smirftsch »

Ehm, nice bells and whistles indeed, but let's focus on getting it 227G stable first, ok?
Couldn't agree more.
Sometimes you have to lose a fight to win the war.
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Jet v4.3.5
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Re: Bleeding carcasses under water

Post 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.
Last edited by Jet v4.3.5 on Fri Jun 04, 2010 1:38 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: Bleeding carcasses under water

Post by []KAOS[]Casey »

Too bad that's not feasible for dynamic blood pools, but it sure is a neat trick for mapping.
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