LarryG on 13/10/2012 at 14:03
I think you misunderstood what I meant. I'm not talking about random, I'm talking about transition. By generating more intermediate frames the transitions between frames should be smoother.
van HellSing on 13/10/2012 at 15:03
If it was possible to hack world reflections into GTA: San Andreas (with enbseries), it probably should be possible to do that for NewDark.
Granted, I have very little idea what I'm talking about here.
vurt on 13/10/2012 at 18:17
Quote Posted by LarryG
I think you misunderstood what I meant. I'm not talking about random, I'm talking about transition. By generating more intermediate frames the transitions between frames should be smoother.
But the problem is rather the framerate, not the transition between frames which is very smooth, later you can check how smooth they are in SS2 with ani_rate 60 compared to how it looks in T2 with its locked default ani_rate.
The advantage of having up to 100 textures is rather that it takes longer time before you see a repeating pattern, but even at 40 it's not too bad unless you decide to stay and stare at a fixed point. You can have super smooth transition with just 10 textures (if you can force ani_rate to 60), but it will get very repeative and look too mechanical. I must have done at least 50-60 different waters over the years, ranging from 10 frames (my first water i did for Gothic2) to 100 frames (SS2).
Albert on 13/10/2012 at 22:36
Quote Posted by van HellSing
If it was possible to hack world reflections into GTA: San Andreas (with enbseries), it probably should be possible to do that for NewDark.
Granted, I have very little idea what I'm talking about here.
Also, take into consideration that the GTA engine is a bit different in how it functions, compared to the dark engine. I'm right in assuming it's something closer to the gamebryo engine for games like Morrowind, yes? Am I correct on that assumption?
Of course, enbseries, like DDFIX, has mostly been made useless by the new 1.19 patch for the most part. So I myself have no clue if such a thing could actually work in the dark engine. Worth studying into, though.
vurt on 14/10/2012 at 01:43
Updated to v1.0.3 (see first post)
* New textures for blin and grin water
* Added a Environment Map which will reflect on the water surface. It's not really possible to make out what's reflecting, its bascily just very vague shades. I guess it kind of makes sense since the water isnt calm and wouldnt reflect anything like a mirror anyways. It's not perfect and if you don't like the effect you can remove it by deleting : env_map 0.07 2 tex\envmaps\vurt_envmap1 from the .mtl files.
I've checked the transparency in different situations and sometimes it might be a little too opaque maybe, but on Mission10 the blue (blin) water can't be too transparent, it looks really off with transparent water in the stream there and the water texture is rather wavy in the first place.
LarryG on 14/10/2012 at 01:45
Quote Posted by vurt
But the problem is rather the framerate, not the transition between frames which is very smooth, later you can check how smooth they are in SS2 with ani_rate 60 compared to how it looks in T2 with its locked default ani_rate.
The advantage of having up to 100 textures is rather that it takes longer time before you see a repeating pattern, but even at 40 it's not too bad unless you decide to stay and stare at a fixed point. You can have super smooth transition with just 10 textures (if you can force ani_rate to 60), but it will get very repeative and look too mechanical. I must have done at least 50-60 different waters over the years, ranging from 10 frames (my first water i did for Gothic2) to 100 frames (SS2).
If you duplicate each frame, so that A and copy-of-A follow one another, you have emulated cutting the framerate in half. If you don't like wasting a frame like that, just put a transition frame between each A and B that is half one and half the other, overlayed. That should smooth out and slow down the visual impression.
vurt on 14/10/2012 at 01:47
Again, it's very smooth, the problem is too low framerate..
LarryG on 14/10/2012 at 01:48
Oh, I thought it was too fast ... that you wanted to slow it down and keep it smooth, thus making it less jerky. I think a faster framerate would not look as good. Too much motion.
vurt on 14/10/2012 at 01:49
No, it's neither too slow or too fast really, that's not what framerate is all about, it's about the smoothness of it. I can slow down the motion in the program i'm making it, i have full control over that. I find the current motion decent for this framerate.
LarryG on 14/10/2012 at 01:57
Oh well, I misunderstood. Never mind.