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Water screenshots & video

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dgreen02

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One of the many things on my 'TO DO' list was to find a way to get some decent looking water into the game. So here I am. This method of rendering water has been heavily borrowed from a old ATI DirectX 8 example app. I think it does the job well though.

This video has a pretty crappy framrate...sorry 'bout that. I'm just tryin' to get some feedback [grin]. The screenshots don't really do this type of thing justice.
Video preview:


Video download.
http://www.radioactive-software.com/gangwar/water/water_early.avi

It's basicly a grid deformed in real time, with two EBMs for the ripples, also an indexed Fresnel map for the surface color of the water. I wish I had the time to take in all this stuff and REALLY know it....but right now getting it in-game was my main priority.

The environmental bump mapping uses a static cube map so the hilights/reflections don't really match up. I'm going to eventually just generate a cube map of the environment every few frames....and use it for the vehicle reflections, and now for the water as well. It all should look a lot better once I get around to that.

I'll do it sooner than later if it's too obvious, check out these screenshots and let me know what you think...I could probably get better results with the reflctions if I keep tweaking the cube map as well...I'll get on that tommorow.

I don't know...right now it seems like it's "too good" for the game lol. I dunno, let me know if you think it stands out. I think one issue is the mismatched reflections, also the water doesn't receive shadows right now...nor is it affected by the fog of war...I think that might be another reason it looks out of place.

On to the screenshots.....

//I swear if anyone makes a joke about a hurricane....


//I was planning on adding beaches to the game, instead I think I'll just stick with a river.



//A un-textured prototype of a bridge that could be in the game...



//Screenshot of the ragdolls, and droppable 'items'


//Early sunset accross the river.


Ah..I'm tired as hell now though. I'll have another update soon, with more progress. Let me know what you guys think of this water!

- Dan
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great video, @water: looks nice so far but I think its too grey, while the sky which it partly reflects is so blue, but it looks already very nice.
also everytime I was looking through your journal I worried a bit of how natural/realistic you could make the city, so that you've really got the feeling of being in a living city with all the action going around and stuff. somehow the video showed that you did a great job, I think especially the helicopters give a feeling of being in a real city.

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It looks great, just the lighting is a bit off.., You should get some parameter into the shader to control it as the day\night goes by :)
It should rock looking at the water changing properties as the day goes by.
Adding the fog will make a huge diference, as the water right now has a constant color, as it's not being fogged into the horizon as everything else is..
Keep this water :P

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I have to admit that I don't like the way you've got the water set up right now, it's not bad as such, but with a bit of tweaking it'll be great [smile]

As the other have said - it looks a bit too grey, almost like liquid mercury (or metal)...

Also you really need to get it fading into the horizon. It struck me as really obvious where the draw distance was when you could see a sharp edge between the river and the sky. Fading it out like you seem to be doing with the buildings would go a long way to sorting that out.

I'm not so sure on this one, but changing the frequency of the noise might go a long way to making it look less noisy. A river as large as the one in your video is more likely to have large rolling "waves" than the high-frequency stuff you've got now.

Entirely opinion of course, so feel free to ignore me [grin]

Cheers,
Jack

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Oh, and one other thing... I like the fact that you haven't gone for the cool reflect/refract models that were all the rage around the time of HL2 [lol]

That technique of water always strikes me as being like liquid glass...

Jack

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Oh, and one other thing... I like the fact that you haven't gone for the cool reflect/refract models that were all the rage around the time of HL2 [lol]

That technique of water always strikes me as being like liquid glass...

Jack

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Good feedback guys! I've made a lot of progress on the water today...I'll post an update in a few with the 'new' look heh.

- Dan

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