[WIP] Water

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Modzy
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Re: [WIP] Water

Post by Modzy » Sun Jul 19, 2009 4:07 pm

Dirk Gently wrote:noes.
Yes. Those are the only two possibilities because I've done both before.

Dirk Gently
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Re: [WIP] Water

Post by Dirk Gently » Sun Jul 19, 2009 4:08 pm

Modzy wrote:
Dirk Gently wrote:noes.
Yes. Those are the only two possibilities because I've done both before.
noes.

Modzy
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Re: [WIP] Water

Post by Modzy » Sun Jul 19, 2009 4:12 pm

Oh, by "noes" you mean, "yesh." ;P

tokage
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Re: [WIP] Water

Post by tokage » Sun Jul 19, 2009 4:16 pm

Looks just like the good ol' Puget Sound.
Image

Dirk Gently
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Re: [WIP] Water

Post by Dirk Gently » Sun Jul 19, 2009 4:19 pm

Modzy wrote:Oh, by "noes" you mean, "yesh." ;P
no by noes I mean I don't think you are talking about the right thing.

Modzy
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Re: [WIP] Water

Post by Modzy » Sun Jul 19, 2009 5:00 pm

Image

Kiyoshi
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Re: [WIP] Water

Post by Kiyoshi » Sun Jul 19, 2009 5:05 pm

@ Modzy's pic

Sexy and teh Lolz
Image

Zanghfei
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Re: [WIP] Water

Post by Zanghfei » Fri Dec 31, 2010 11:15 am

I know this is bump
ME WANT o_o

002
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Re: [WIP] Water

Post by 002 » Fri Dec 31, 2010 1:44 pm

Ever tried nulling out the fog?

Zanghfei
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Re: [WIP] Water

Post by Zanghfei » Fri Dec 31, 2010 2:59 pm

hum where?
Im very hopeless

002
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Re: [WIP] Water

Post by 002 » Wed Jan 05, 2011 6:53 pm

I think it's in the SBSP tag.

Sparky
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Re: [WIP] Water

Post by Sparky » Fri Jan 14, 2011 3:54 pm

I thought dirk has been working on the shader files themselves, rather than map file metadata.
Either you are groping for answers, or you are asking God and listening to Jesus.

dirk

Re: [WIP] Water

Post by dirk » Tue Jan 18, 2011 7:40 pm

I am.

Zanghfei
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Re: [WIP] Water

Post by Zanghfei » Wed Jan 19, 2011 5:35 am

So far, i was thinking dirk was death ;P

dirk

Re: [WIP] Water

Post by dirk » Wed Jan 19, 2011 7:27 am

due to the fact I am working with graphics cards (any nvidia past 5200FX pretty much) as not supported for this. Halo was never straight up OpenGL, it actually uses a version of DX libraries that hookup to OpenGL from what I understand. This means that without engine end support it is extremely difficult to recreate the original water effects. I have one or two videos on my youtube account about water shaders I have tried, but the main issue is that I am trying to deal with a fatal flaw in the rendering engine. This flaw was introduced after the 2.0.1 update, so if you want to play single-player I can whip up a switcher so you can have nice shaders, and then have it switch back to 2.0.4 for multiplayer. However there was a performance problem with the game in the original 2.0 release for intel macs that caused some very noticeable lag during local play. I have been working on it as much as I can with classes at uni and my current project which is recreating a modding tool for the game Oni. Once that is done I can refocus my efforts on the shaders and get that done. Unfortunately I cannot get access to, even by proxy, a method to recompile these for Halo PC or Halo Demo/Trial. It will get done when it gets done.

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