The Dark Elf
Newbie
- Joined
- Oct 5, 2003
- Messages
- 16,077
- Reaction score
- 2
Regarding : http://www.halflife2.net/forums/showpost.php?p=337713&postcount=402
Basically, from what I can tell. What he means is you can't get the water shader to work as an overlay, so puddles done with those, which I'm assuming you wanted because they'd naturally have more realistic looking edges without requiring a ton of brushes/leaves to create. Wont be possible. BUT, you can still fake it. Surfaces can contain all sorts of information now, aswell as being animated. So you can always fake a decent looking puddle of water using reflections and a sequence of ripples, then it would simply be a case of setting something up to create a splash if you move through the puddle. The sloshing sound that you'd get walking through water. I'm guessing will be entirely possible also, in HL1 each surface texture had some information attached to it that told the engine what material it was made from, so it would use the correct footstep/shot sound. I imagine a similar principal applies with overlays?
I dunno, im just guessing that would work.. Any employee of Valve want to confirm it or help explain it better? please?
Basically, from what I can tell. What he means is you can't get the water shader to work as an overlay, so puddles done with those, which I'm assuming you wanted because they'd naturally have more realistic looking edges without requiring a ton of brushes/leaves to create. Wont be possible. BUT, you can still fake it. Surfaces can contain all sorts of information now, aswell as being animated. So you can always fake a decent looking puddle of water using reflections and a sequence of ripples, then it would simply be a case of setting something up to create a splash if you move through the puddle. The sloshing sound that you'd get walking through water. I'm guessing will be entirely possible also, in HL1 each surface texture had some information attached to it that told the engine what material it was made from, so it would use the correct footstep/shot sound. I imagine a similar principal applies with overlays?
I dunno, im just guessing that would work.. Any employee of Valve want to confirm it or help explain it better? please?