Product Chat / Underwater Levels

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snowdog
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Posted: 27th Dec 2014 19:20
I know that the current water part of the game is broken because you die when you enter water but I'm assuming this is going to get fixed before release lol.

I've been experimenting making my own models and whilst working on a rusty metal texture I went a bit overboard (no pun intended lol) and the texture in question is ridiculously rusty. I was originally planning on putting it on an oil barrel I made in Blender but when I had a look at it I saw this:



Looks like it's been underwater for donkey's years which made me think about levels underwater. Is it currently possible (or will it be possible in the future?) to change gravity so that your protagonist can appear to be swimming underwater..?

If so I might start work on some models suitable for an underwater level, just thought I'd ask about it here before I do anything else.

Now all I've got to do is work out what exactly I did to create this texture in Photoshop lololol

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



Thomas Covenant, Unbeliever
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Jerry Tremble
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Posted: 27th Dec 2014 19:33
I believe that's a feature on the to-do list.

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Duncan Peck
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Posted: 27th Dec 2014 19:50
Underwater stuff is still useful at this stage. If you make the water shallow enough you can run around in it without drowning, so it's always good to have items you can put in the water.
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snowdog
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Posted: 27th Dec 2014 19:52 Edited at: 27th Dec 2014 19:53
Okay, that's cool. Will start working on other underwater stuff then if it's going to happen at some point. Might do a shark at some point lol



Edit: Will bung it all in the Free Models section when finished

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



Thomas Covenant, Unbeliever
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The Next
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Posted: 28th Dec 2014 11:48 Edited at: 28th Dec 2014 15:52
Water is on the list for coming in the new year. It is an important part for the dev team.

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Scene Commander
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Posted: 28th Dec 2014 15:56
As the Next says, water isn't broken, that's how it works at the moment.

We will be looking at it, but in reality, it really needs a release of it's own to do it justice. We certainly know how important it is for all of you and it's something that we've got big plans for, but the first thing we'll need to do in the new year is to iron out a few (thankfully few) teething problems with V1.9, add a little more support for store media, including improving the AI collisions.

After that, we will start improving other areas, but if we keep our workload focused, you'll all be able to get smaller, but faster releases.

SC

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DVader
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Posted: 28th Dec 2014 22:09
I reckon you could simulate an under water effect without in fact being under water.. You may be amazed at the different looks you can get from playing about.



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Jerry Tremble
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Posted: 28th Dec 2014 22:31 Edited at: 28th Dec 2014 22:32
I recall a shader that created that effect. I don't remember if it was for DBPro or Classic FPSC. I once tried the TransportToIfUsed command to try to get myself to float. It was what I imagine someone who can't swim goes through while they are drowning. I drowned, too. Maybe someone who can script well could do something?

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snowdog
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Posted: 28th Dec 2014 22:47
I'll leave it to the professionals and a future build rather than attempting it myself...that sort of thing is beyond me lol

Here's a picture of it in-game:



Many thanks to Unfamillia who's done those excellent tutorials on modelling and texturing. Haven't quite got the model right though, for some reason you can see parts of the surrounding background in the model around the top of it. Not too sure what I've done wrong tbh. Might do it again now I'm more familiar with Blender. Going to start work on a treasure chest, a couple of cannons, an anchor and some stuff for freshwater water like empty tin cans, a shopping trolley and a pram.

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."



Thomas Covenant, Unbeliever
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DVader
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Posted: 28th Dec 2014 23:37
Virtually none of us are professionals. If only, lol, that would mean earing a living off this. Again, if only. I just mean the general look of the level. If you are always underwater then you need only make it look so. I've had a quick play and it seems more difficult to achieve than it used to be, but I could just be forgetting something, and I haven't spent long in my tests. You certainly used to be able to achieve a very murky underwater effect with just the slider bars and light ray settings in the past though. Of course this new version is rather different in all sorts of ways so we may have lost this effect in the transition. Or, more likely I am missing something from before



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Gtox
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Posted: 29th Dec 2014 03:29
If you spawn underwater you don't die. I discovered this by accident when I did the video for my freshwater fish pack.
Jerry Tremble
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Posted: 29th Dec 2014 03:38
Good to know! Thanks!

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Posted: 30th Dec 2014 17:07
Quote: "If you spawn underwater you don't die."


And that sounds like a bug... .

SC

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Gtox
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Posted: 30th Dec 2014 18:43 Edited at: 30th Dec 2014 18:43
It probably is a bug, but it's an interesting effect -
Teabone
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Posted: 2nd Jan 2015 15:55




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Gtox
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Posted: 2nd Jan 2015 16:06
@Teabone - the amazing Flatfish! Here's something truly impressive, though
3com
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Posted: 2nd Jan 2015 16:11
Quote: "It probably is a bug, but it's an interesting effect - "

It is curious that a bug is what saves you die underwater.
Nice vid.

@ Teabone
In your case the bug does not help much with the shark.
funny video.

3com
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Jerry Tremble
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Posted: 3rd Jan 2015 01:07
Quote: "And that sounds like a bug... "


Can we call it a feature at least for now?

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Gtox
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Posted: 3rd Jan 2015 05:13
@Jerry Tremble - well, Ubisoft justified low frame rates in a recent release by claiming that 30fps is better than 60fps because it's more 'cinematic', so why not call it a feature ?

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