New Water For IRRLICHT Works Good

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afecelis
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Post by afecelis »

MikeR
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Post by MikeR »

Umm, what in the world format is a mpg??? :shock:
Last edited by MikeR on Wed Apr 13, 2005 11:01 am, edited 1 time in total.
If it exists in the real world, it can be created in 3d

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afecelis
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Post by afecelis »

wmg?

I guess you mean an mpg. An mpg is an avi compressed with the mpeg-1 codec. It offers great quality while reducing filesize efficiently.

If you can't see the video you need the codecs for your video player.

is that what you meant?
SARIN
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Post by SARIN »

dude, i add u to the list of people i worship. *bows humbly down*
niko should add in a page for 3rd party extras like this
hybrid

Post by hybrid »

katoun wrote:Yes good
But :lol: it is not a patch but more like an upgrade :lol:
Anyway there are files just a little modified , 2 files more than 80% modefied and 1 new file added.
So I added the patch and it is just 20k in size - compared to 130k of the rar'ed sources. Ok, I did not include examples sources, but shouldn't change that much. Anyway the patch should be safer in case the SceneManager code or anything else is changed in between. you should be able to apply the patch even after changing some stuff to the original sources while these would get lost in case you copy the complete files.
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Post by MikeR »

mpg is what I meant. :oops: I'll learn to type tomorrow. :D
That looks good.
If it exists in the real world, it can be created in 3d

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katoun
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Post by katoun »

:D Thank you!!!
I'm glad you like it.
Kat'Oun
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Post by katoun »

Ah and now I'm working on an water demo.
Kat'Oun
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Post by katoun »

Hi Afecelis.
I saw the capture and it seems that there are some little problems.
I now the risons:
1. The constants are not perfect(needs testing)
2. The force aplyed to the drop is to big (it seems the formula dosen't work that well with big drops- I'll see what I can do about it)
Kat'Oun
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Post by MikeR »

That mountain of a splash should have created a psunami wave. :D
Cool effect tho. :lol:
If it exists in the real world, it can be created in 3d

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afecelis
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Post by afecelis »

hehehe, thnx Katoun for the observations. I made the water plane bigger (200x200) cause I wasn't being able to see the effect in the original; perhaps that's why you see it weird. And also, I exaggerated the effect by leaving "D" pressed a bit more than usual, also so that the effects could be seen properly in the video.

as I said before, simply amazing Katoun!

It does look like the water I mentioned to you before; water in UT2k3. I guess combining your mater with a physics engine and giving it some basic properties will allow us to get ripples where a player walks or moves in it, huh?

triple kudos Katoun!!!! 8) 8) 8)
cmoibenlepro
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Post by cmoibenlepro »

Wow! the effect is so good! :shock:

would it be possible to continuously make ripples even if there is no drop?
that would allow to make a super cool-looking river for a game.
:D
Guest

Post by Guest »

you could do a hit every few seconds that would solve that problem :)

its true, this really looks damn good! if we would have render to texture it would be even better.

anyone tried to apply bumpmaps to that water?
etcaptor
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Post by etcaptor »

@katoun, very nice effect.
I just tried your water node and can say - I like it :D

By some reason I cannot create more than one instance of water - for second instance I got dll error. Some Ideas aboutit?
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etcaptor
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Post by etcaptor »

OK, I found it. The problem is appears in internal method

Code: Select all

	IAnimatedMesh* animatedMesh =SceneManager->addHillPlaneMesh(
        "water",          //name
		core::dimension2d<f32>(Size,Size),        //  tileSize
		m_tileCount,                              //  tileCount
        0,                                        //  material
        0,                                        //  hillHeight
		core::dimension2d<f32>(0,0),              //  countHills
		core::dimension2d<f32>(10,10));           //  textureRepeatCount
It's always use the same name "water", and this causes some problems - see help for addHillPlaneMesh.

So can be used this method instead

Code: Select all

     IAnimatedMesh* animatedMesh =CGeometryCreator::createHillPlaneMesh(
		core::dimension2d<f32>(Size,Size),  //tileSize
		core::dimension2d<s32>(m_tileCount),//tileCount,
                 0,//material
                 0,//hillHeight
		core::dimension2d<f32>(0,0), //countHills
		core::dimension2d<f32>(10,10)); //textureRepeatCount
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