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Water splash sprite?

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Water splash sprite?

Postby Orion » Sun Feb 17, 2008 7:53 pm

Hello there, does anyone have a water splash sprite?
I did a check on all MOVETYPE_TOSS/BOUNCE entities every frame mimicking SV_CheckWaterTransition, but to just spawn a water splash sprite.

Thanks.
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Postby RenegadeC » Sun Feb 17, 2008 9:31 pm

I could also use this, unfortunately I can't draw sprites very well.
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Postby Orion » Sun Feb 17, 2008 10:18 pm

Me neither.

I'm currently using a particle effect, but it doesn't look very good.
I was searching for animated water splash gifs, but I couldn't find one, nor a sequence of splash pictures.

EDIT: The first FPS game that used splash sprites (I'm not sure if that are sprites) was HL2... that effects are perfect.
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Postby frag.machine » Mon Feb 18, 2008 1:20 am

Your better chance is trying older games such Duke3D, Heretic or Hexen. I recall seeing water splashes animations in one of these. Shouldn't be hard to convert to Quake sprites.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby scar3crow » Mon Feb 18, 2008 9:23 pm

The first thing I did in Heretic was run backwards off of the dock over and over, watching the water splash as I landed in it. Duke3d has sprites for when hitscan weapons impact the water surface - don't recall on actors hitting it. Hexen should have them as well.

Check with your local leileilol about whether or not its fine to use them.
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Postby Spike » Tue Feb 19, 2008 1:19 am

part of the problem with particles/sprites when hitting water is detecting where it actually transisioned. q2/q3 bsps have content masks that makes this easy to find. Theoretically the same can be done with q1bsp without recompiling every map. But no currently available engines support that as far as I know. Still, just change the current content values into masks and voila, water that is solid to the first phase of shotgun traces etc (with plane normals) allowing you to find out exactly where to put your sprites with minimum effort.
Quake2 has bubble trails (particles) when you fire shotguns underwater using a similar method.
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Postby Orion » Tue Feb 19, 2008 5:22 pm

Spike wrote:Quake2 has bubble trails (particles) when you fire shotguns underwater using a similar method.


Yeah, that's easy to make in QC too. But I just want to use a water splash sprite when a grenade, backpack and other droppable items crosses the water surface.

I did it easily, mimicking SV_CheckWaterTransition() that is used within the engine, and I'm using a particle effect while I don't have a decent water splash sprite.
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Postby leileilol » Tue Feb 19, 2008 5:36 pm

painkeep did this

check painkeep's source?
i should not be here
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Postby xaGe » Wed Feb 20, 2008 2:18 am

What kind of ripple sprite.. I did this in a hurry and the layered psd file with transparency looks better then the gif file I made from it, but are you thinking something like this???:


Image

or this:


Image
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Postby Orion » Wed Feb 20, 2008 2:01 pm

Yeah, the first one is nice, but I think I need 2 sprites, this one you posted oriente and another VP parallel, that's a splash like this:

Image


Edit:

Just an off-topic thing:
Why is thig bug stated in QIP?
That bug saying when a grenade passes the waterline, Quake should play a splash sound?
In what does it affect gameplay?
Now I'm curious.. lol
Last edited by Orion on Thu Feb 21, 2008 11:41 pm, edited 1 time in total.
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Postby xaGe » Thu Feb 21, 2008 11:33 pm

..I find sounds do affect game play single & multi player... Depending on the map I guess the splash of a grenade would matter game play wise. Say the enemy is in or near the water using the grenade launcher on other players/monsters the splash/explosion could give away their position...




Orion wrote:Just an off-topic thing:
Why is thig bug stated in QIP?
That bug saying when a grenade passes the waterline, Quake should play a splash sound?
In what does it affect gameplay?
Now I'm curious.. lol
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Postby Orion » Thu Feb 21, 2008 11:46 pm

Last off-topic:

Yeah, that makes sense...
And there's another bug that every sound can be heard through walls as well as EF_'s shines through walls too.

In real life, depending on the wall depth, a sound can or not be heard... but in Quake all sounds are heard with the same fading distance through walls independing of its depth.

Explosion and other big particle effects may clip through a wall as well.
Many engines have this fixed.

The ID guys left a lot to do into the Quake engine...
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