Wavesets, can we play?

Announcements and discussion regarding any projects related to Cyan Worlds' Plasma Engine including (but not limited to) CyanWorlds.com Engine, Drizzle, OfflineKI, PyPRP, and libHSPlasma.

Re: Wavesets, can we play?

Postby Nadnerb » Mon May 19, 2008 3:49 pm

Bob: In tunneldemo, my alcscript was shorter than yours. It is entirely default, except for the envradius setting.

Andy: You might try playing with the "refreshrate" setting. Either slow it down so that it doesn't chug along just behind your animated sky all the time, or speed it up so that it will be closer to matching all the time.
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Re: Wavesets, can we play?

Postby Grogyan » Mon May 19, 2008 9:55 pm

D'Lanor wrote:
boblishman wrote:the puddle looks GREAT ... nice and subtle, ripples are nice and slow too ... but no "watery" footsteps though (intentional ?) ...

Good to know, thanks. :) I did not add splashy footsteps. They sounded too deep for a puddle as shallow as the sole of a shoe. The soggy dirt sound was just fine.

btw, here are some invisible waveset pics taken on the old crappy nVidia FX 5600.



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Re: Wavesets, can we play?

Postby Grogyan » Mon May 19, 2008 10:19 pm

After this all thats missing in terms of water is wet footprints
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Re: Wavesets, can we play?

Postby D'Lanor » Mon May 19, 2008 10:53 pm

Footstep decals have been implemented. Nadnerb is working on a tutorial (which you can have a sneak peak at under "recent changes" in the wiki). It seems activator regions (puddles) are not possible yet though.
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Re: Wavesets, can we play?

Postby Lontahv » Tue May 20, 2008 12:02 am

They are possible if you get the stuff out of my svn. I just implemented them. There is a flickering problem so you might not want to use them until they're completely working. Here's how you do it:

Use Nadnerb's tutorial for setting up the objects/materials.

Code: Select all
<your first object>:
    logic:
        actions:
          - type: footmgr
            footmgr:
                matpreshade: <material1>
                matrtshade: <material2>
                targets:
                  - Target
                waitonenable: 1


<Your puddle's object name>:
    logic:
        actions:
          - type: puddlemgr
            puddlemgr:
                matpreshade: <material3>
                matrtshade: <material4>
                targets:
                  - <you puddle's object name>
                notifies:
                  - <your first object>



Note: I implemented the footprints and I can tell you, they are a really new edition to pyprp (I put them in a couple days ago) and they've only been put into a usable-by-user state yesterday. If things aren't working just-so right now, that's why. Thanks.

EDIT: Fixed it so it won't crash. :P

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Re: Wavesets, can we play?

Postby Grogyan » Tue May 20, 2008 1:42 am

Wow that is fast :)

Unfortunately, i'm still painting my house, and its taking a very long time, when its done I should be able to get back into this

You guys are amazing, you know that!
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Re: Wavesets, can we play?

Postby greendragoon » Tue May 20, 2008 6:17 am

You Devs Rock! :D

The speed at which you guys have been cranking out new features has been staggering.
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Re: Wavesets, can we play?

Postby andylegate » Tue May 20, 2008 11:24 am

So far I've learned a very good lesson from this new Waveset: Don't put off, or hide mistakes in your terrain...... :D

Whew, I always thought it would be just something I had to do with the WATER, not the stuff under it.

Is anyone else working on an ocean like me??? :?

Oh, Nadnerb, I've got a question too. About the "nearest reflective object" part......

You've seen Zephyr. I've got those HUGE rocks that extend out in the water. Would I be using those? My first attempt I just put in like 100 feet or soemthing, and the rocks didn't reflect.
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Re: Wavesets, can we play?

Postby andylegate » Tue May 20, 2008 2:35 pm

WOAH!

It WORKS!!

I need to do quite a bit of work on the mesh still, but I've got an ocean.....that looks like an ocean.... :shock:

The shape of the faces matters quite a bit, and explains why the water in Ahnonay Sphere 1 looks so spirally looking, as that is how the mesh looks there.

Wow....gotta work on this more.....
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Re: Wavesets, can we play?

Postby D'Lanor » Tue May 20, 2008 3:25 pm

Grogyan wrote:That card is too old

There is no such thing as too old. That card supports wavesets. Period. I keep repeating myself but if the Cyan wavesets work fine with this card so should ours. In fact waves look a lot better on this old card than on my new laptop with a modern Mobility Radeon HD 2600. Go figure.

So here's to anyone making a waveset: KISS is the way to go.

My waveset for Prad will work fine on any card that supports them because it is a simple plane with only 3 faces. Here is something I noticed: Each face has its own refresh sequence. And if I look closely I can spot the edges between the faces by the differences in their rendering. What does that mean? I think it means that each face has to be rendered seperately, which may the reason that older cards just give up on wavesets made out of complex objects.
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