Continuum
Vault Fossil
I thought you'll need a Power Armour, because whole level is flooded and you'll need that suit to somehow breath under the water!
Lexx said:Imagine: You see a corridor of rooms in front of you. All are locked with heavy doors and flooded with water. Now you need to solve some puzzle to drain of the water from the room in front of you. In the next room, you need to solve some puzzle for the next room, etc. With this way you could add some water scenery that makes it looks like the room is flooded. If the puzzle is solved, screen fades black, scenery will be deleted, screen fades back to normal, etc. Also you have a story for why you can not enter the room without care (the water).
No, that was only an eyecandy...Josan12 said:@ Continuum: this is what your image made me think:
Is this what you were thinking as the main access to the sub?
4th floor? I thought there suppose to be only three... or maybe do you mean deck + 1st + 2nd + 3rd?Josan12 said:For the possibly submerged 4th floor, i had some ideas:
2) For semi-flooded compartments, il looked into Lexx's idea of modifying the PA FRM's (basicly cutting off the lower half of the body and adding some ripples) As long as it's only for the PA set, i'd say it's a reasonable amount of work:
Grayswandir said:Is there any chance that there won't be any combat in here? That would leave "only" the walking running animation to do...
Or maybe the water would be so much mixed with fuel/chemical, that a spark would make it go boom, so no firing with rifle is allowed?
Or is it a nuclear submarine?
That would leave only the fist, knive, hammer animation to do do... But then, the ennemy critter would have to be flooded too...
This idea sounds interesting, but... that would require rendering of whole flooded rooms (to get a nice results) and then splitting them into the pieces... and this is not what I'm planning to do.Lexx said:Imagine: You see a corridor of rooms in front of you. All are locked with heavy doors and flooded with water. Now you need to solve some puzzle to drain of the water from the room in front of you. In the next room, you need to solve some puzzle for the next room, etc. With this way you could add some water scenery that makes it looks like the room is flooded. If the puzzle is solved, screen fades black, scenery will be deleted, screen fades back to normal, etc. Also you have a story for why you can not enter the room without care (the water).
I was thinking about it, but this will require cutting the geometry, because that wooden surface, if you look closely, is using seamless texture, so the holes/missing parts will be repeatable when I'll use the opacity map...Glovz said:The dock boards need to look a bit more aged and have some missing areas/holes.
This is going to be a concrete thing, but it needs to tweaked/texture changed, because it's looking too much metal-ish.Glovz said:Is the edge of the dock; part against the water, concrete or are part steel? If there are steel parts; usually are in real life, there will need to be rusting and/or missing bits.
Glovz said:@Josan12
Just a thought, but instead of the PA; you know people will complain why they cannot use the APA, how about the Environmental Armor?
I believe it was added by killap for the EPA, this would kind of tie things together a bit more in the game and give the Environmental Armor a bit more use.
Josan12 said:Don't forget to check how those steel walls look in the dark. It's gonna dark and scary inside this 'ghost ship'. The engine changes the colours quite radically when it makes scenery 'dark'
Yes, they can. But as I stated few post above - this will be very, very, very hard to implement, so I don't know if this going to see light of the day...Josan12 said:Also: I really like the flooded sections. You say they CAN be animated?? awesome!
It's looking simply bad (with all respect to Wild Qwerty's hard work).Josan12 said:To be honest, i haven't actually seen the Tactics enviro armour in-game yet - how does it look?
And I'm strongly against it because of reasons I mentioned aboveJosan12 said:I'm a little skeptical about using tactics graphics in FO....
Glovz said:@Josan12
Just a thought, but instead of the PA; you know people will complain why they cannot use the APA, how about the Environmental Armor?
I believe it was added by killap for the EPA, this would kind of tie things together a bit more in the game and give the Environmental Armor a bit more use.
Continuum said:I don't know why a lot people wants to implement idea of walking/swimming/whatever in the water... Shitload of work need to be done to achieve somehow decent results. Not to mention that effect isn't going to look good, because of crappy engine... So, please, explain it to me why this is so important?
You can always make a special manhole and when player will open he'll see a water inside and information will appear: you can't get there. After he'll remove whole water that special manhole is replaced by default one. I was thinking about such solution when I was doing that previous sub...
Do you mean something like that pipes "inside" walls on the Tanker (scenery that is placed on the walls)?Josan12 said:It'd also be good to have pipes also - but maybe they can be a seperate wall feature or we can use the existing ones.