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InsideQC Forums • View topic - Water splash sprite?

Water splash sprite?

Discuss programming in the QuakeC language.

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Water splash sprite?

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

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

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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

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Postby Spike » Tue Feb 19, 2008 1:19 am

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Postby Orion » Tue Feb 19, 2008 5:22 pm

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Postby leileilol » Tue Feb 19, 2008 5:36 pm

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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

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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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