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Re: TT TEASER! - water rendering and widescreen fix [message #381779 is a reply to message #380098] |
Tue, 21 April 2009 15:48 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
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That's some nice work there.
From that screenshot it's almost of the same quality as some modern games.
If only I knew this sooner though, Chronojam had me work on a 3DS-made water effect for APB which did take some hours from me.
But, I have some questions.
If I would create a wave animation (mesh, WWskin), would the shader still work properly?
How does the shader react to collisions? If infantry walk through it, does it add splashes?
And did you have any problems with particle effects not rendering either in the reflection or directly through the mesh/shader?
And, mostly an extra question, but if you put the camera right in the middle of the mesh so you look at both the water surface and underwater, does the shader make any changes to the underwater part?
Keep up the great work!
Oh and, to be honest... I think the water in that Renegade X screens looks ugly as hell. But whatever, good luck "killing Renegade".
Beter known as "raapnaap".
www.apathbeyond.com
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Re: TT TEASER! - water rendering and widescreen fix [message #381783 is a reply to message #381779] |
Tue, 21 April 2009 15:59 |
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TruYuri
Messages: 97 Registered: June 2008
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Naamloos wrote on Tue, 21 April 2009 17:48 |
Oh and, to be honest... I think the water in that Renegade X screens looks ugly as hell. But whatever, good luck "killing Renegade".
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First off, Fobby is going to see your post and have a fit. Why? Because that was completely uncalled for. He has said so, so many times that Renegade X's goal is not at all to kill Renegade. He being a longtime fan and member of the Renegade community, I think it's quite easy to believe what he says.
[Updated on: Tue, 21 April 2009 16:01] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #381785 is a reply to message #380098] |
Tue, 21 April 2009 16:11 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
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General (1 Star) |
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Quote: |
First off, Fobby is going to see your post and have a fit. Why? Because that was completely uncalled for. He has said so, so many times that Renegade X's goal is not at all to kill Renegade. He being a longtime fan and member of the Renegade community, I think it's quite easy to believe what he says.
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No, it's fine. People are entitled to their opinions, whether right or wrong, and I respect that. Some people may not like our mod, but that's not the subject of discussion. I personally love what Saberhawk and the TT team have done/are doing, such as the new water reflection system. I will enjoy a fixed and prettier version of W3d C&C Renegade.
Now, back on topic
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Check out Renegade X Today!
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[Updated on: Tue, 21 April 2009 16:13] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #381844 is a reply to message #381785] |
Tue, 21 April 2009 23:29 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
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I am not saying I don't like their project, but I'll be honest to say I don't like reading the "look we can do this and that and we are beter!" in so many topics.
I didn't read Fobby state anywhere that he has less hostile intentions... But if you dedicate a complete video to it one can only assume that he means what he says.
Anyway, I didn't come here for this.
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Wed, 22 April 2009 06:23] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #381966 is a reply to message #380098] |
Wed, 22 April 2009 13:22 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
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General (1 Star) |
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Quote: | I am not saying I don't like their project, but I'll be honest to say I don't like reading the "look we can do this and that and we are beter!" in so many topics.
... But if you dedicate a complete video to it one can only assume that he means what he says.
Anyway, I didn't come here for this.
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Maybe you had taken our April Fools video too seriously?
In all honesty, I have no hostile intentions whatsoever. In the past few years, I have contributed to W3D via:
-C&C Reborn; as a sound artist and for a couple months, the leader of the project.
-I and my former Renegade Revived team helped contribute models to the ApocRising team when they had started off.
-I and my clan had contributed servers for C&C Renegade
-And as a general long time member of the C&C community
If anything, I and many others in the Renegade X team have greatly contributed (and continue to contribute) to the W3D engine. And, I have always been a fan of this TT project; I verbally support it on these forums and my own, as I have known a few of its members for a long time, and I look forward to its release.
Quote: | I didn't read Fobby state anywhere that he has less hostile intentions
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I have. Many times.
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he just made videos and didn't released anything...
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Can you honestly say you are any better, Scrin? I'm not going to release anymore assets to a mod that isn't done. Though we have released Hourglass and our music collection. Just wait for a release, it's not very far off.
Now please, save any compliments, rants, raves, insults, etc. for a Renegade X-related thread. This thread is about Saberhawk's new reflection feature, which is great, and I only expect it to get better.
Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!
Mod Wars Veteran
[Updated on: Wed, 22 April 2009 13:26] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #381977 is a reply to message #381966] |
Wed, 22 April 2009 13:38 |
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Scrin
Messages: 1310 Registered: January 2007 Location: Cold City
Karma: 0
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General (1 Star) |
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Can you honestly say you are any better, Scrin? I'm not going to release anymore assets to a mod that isn't done. Though we have released Hourglass and our music collection. Just wait for a release, it's not very far off.
Now please, save any compliments, rants, raves, insults, etc. for a Renegade X-related thread. This thread is about Saberhawk's new reflection feature, which is great, and I only expect it to get better.
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no prob, and dont make this kind of videos next time...
and music dont do anything with the w3d engine/models (only if its not a .wav sounds) i'm working with the .wav/.aud files since 1999 (tiberian sun) and would be better if you release some sounds from renegade exxx?
In Memmory of Patriarch Alexy II of Russia (23.02.1929--05.12.2008)
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Scrin's C&C Tiberian Sun Universe
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[Updated on: Wed, 22 April 2009 13:42] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #381997 is a reply to message #381977] |
Wed, 22 April 2009 14:53 |
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BlueThen
Messages: 2402 Registered: February 2006
Karma: 0
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General (2 Stars) |
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Niko ''The Lay'' wrote on Wed, 22 April 2009 15:38 |
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Can you honestly say you are any better, Scrin? I'm not going to release anymore assets to a mod that isn't done. Though we have released Hourglass and our music collection. Just wait for a release, it's not very far off.
Now please, save any compliments, rants, raves, insults, etc. for a Renegade X-related thread. This thread is about Saberhawk's new reflection feature, which is great, and I only expect it to get better.
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no prob, and dont make this kind of videos next time...
and music dont do anything with the w3d engine/models (only if its not a .wav sounds) i'm working with the .wav/.aud files since 1999 (tiberian sun) and would be better if you release some sounds from renegade exxx?
| If I were to be playing Renegade X (which I can't because my comp can't support it), I'd prefer to get the mod as a whole rather than in small parts at a time.
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Re: TT TEASER! - water rendering and widescreen fix [message #382003 is a reply to message #381966] |
Wed, 22 April 2009 15:31 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Maybe you had taken our April Fools video too seriously?
In all honesty, I have no hostile intentions whatsoever. In the past few years, I have contributed to W3D via:
-C&C Reborn; as a sound artist and for a couple months, the leader of the project.
-I and my former Renegade Revived team helped contribute models to the ApocRising team when they had started off.
-I and my clan had contributed servers for C&C Renegade
-And as a general long time member of the C&C community
If anything, I and many others in the Renegade X team have greatly contributed (and continue to contribute) to the W3D engine. And, I have always been a fan of this TT project; I verbally support it on these forums and my own, as I have known a few of its members for a long time, and I look forward to its release.
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Sorry Fobby, I guess I might indeed have taken that video a little serious. And I personally never saw you say anything about it after that.
The reason I even mentioned it though was another member of your team posting and saying "your" water effect is beter, which kind of made me pull the trigger.
Anyway, let's get this out of this topic. I would still like some answers if possible to the questions in my first post.
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Wed, 22 April 2009 15:33] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #382009 is a reply to message #381779] |
Wed, 22 April 2009 16:07 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Naamloos wrote on Tue, 21 April 2009 18:48 | That's some nice work there.
From that screenshot it's almost of the same quality as some modern games.
If only I knew this sooner though, Chronojam had me work on a 3DS-made water effect for APB which did take some hours from me.
But, I have some questions.
If I would create a wave animation (mesh, WWskin), would the shader still work properly?
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For purposes of reflection plane guessing, the shader uses the top plane of the bounding box of the mesh. Using animations on any plane with this shader would definitely give you undefined behavior.
Naamloos wrote on Tue, 21 April 2009 18:48 |
How does the shader react to collisions? If infantry walk through it, does it add splashes?
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No collision detection/reaction on it *yet*
Naamloos wrote on Tue, 21 April 2009 18:48 |
And did you have any problems with particle effects not rendering either in the reflection or directly through the mesh/shader?
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Could you be more specific? The reflection system reflects *everything* that's above a plane, including dazzles, particles, rockets, etc
Naamloos wrote on Tue, 21 April 2009 18:48 |
And, mostly an extra question, but if you put the camera right in the middle of the mesh so you look at both the water surface and underwater, does the shader make any changes to the underwater part?
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Not yet.
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Re: TT TEASER! - water rendering and widescreen fix [message #382102 is a reply to message #380098] |
Thu, 23 April 2009 08:52 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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Quote: | Could you be more specific? The reflection system reflects *everything* that's above a plane, including dazzles, particles, rockets, etc
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I was trying to ask if you had any problems with Zbuffer or static sorting with this shader. For example if you placed an object with static sorting in the "underwater" area, would it have problems displaying when looking at it from above the water surface?
It's a bit of a known issue that Zbuffer and static sorting can behave like this... So I was wondering if you had any problems like this with your shader?
Beter known as "raapnaap".
www.apathbeyond.com
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Re: TT TEASER! - water rendering and widescreen fix [message #382119 is a reply to message #382102] |
Thu, 23 April 2009 10:59 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Naamloos wrote on Thu, 23 April 2009 11:52 |
Quote: | Could you be more specific? The reflection system reflects *everything* that's above a plane, including dazzles, particles, rockets, etc
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I was trying to ask if you had any problems with Zbuffer or static sorting with this shader. For example if you placed an object with static sorting in the "underwater" area, would it have problems displaying when looking at it from above the water surface?
It's a bit of a known issue that Zbuffer and static sorting can behave like this... So I was wondering if you had any problems like this with your shader?
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No idea, have not had any opportunities to test it.
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