SP> It occurred to me that all you would need to do to make
SP> a reflection is to
SP> make a mirror with a translucent reflection instead of a full color one.
SP> Kinda like that 3DR game Dn3d and the mirrors it
SP> featured. Interesting. I
SP> would think that it would have to be few and far
SP> between. Or perhaps it could
SP> only be seen at real close range.
Actually, you can't efficiently do reflections in Quake-engine games, at
least not in a true form. It was tried with GLQuake, and it slowed a given
system down tremendously. The only way you could even hope to do a
reflection is to do an exact copy of the area to be reflected, use a solid &
translucent texture to divide the two, and make a special effect that creates
an exact copy of a given model on the other side. Even that would probably
slow things down, so as you said, it would have to be used sporadically and
in generally low-detail areas.
SP> I would like to see realistic wounds in a 1st person
SP> game. If I shoot you in
SP> the face, your face should react. And sometimes bullets go right
through
SP> things. If I shoot at a metal sign... it's not going
SP> to put a black dot on
SP> it, it's going put a hole in it. And we ALL know you
SP> can see through holes.
There are patches for Quake that will do a fairly basic version of that
body part reaction; I believe the best is called Severed. The Pain Keep
deathmatch add-on doesn't have that, but (like Quake II) it can give someone
a "pain skin" or two for when they've taken damage.
As for the holes, that would probably be hard to do for a good while, or at
least a bit frivolous. Probably the best you could get right now would be
damage textures that would show abuse after enough damage, with transparent
holes.
SP> and when I blow something up under water...Water flies
SP> up! And just in case
SP> you didn't realize it... when something explodes under
SP> water... it seriously
SP> jacks with everything, because water doesn't compress like air does.
I think Half-Life may do the job when it comes to the ripple effect (and
DNF, if 3D Realms is up to it ) with weapons and such. But it won't do
the compression, which is probably further on.
SP> Some of the things I'm describing are hard to program, but they sure
would
SP> make a difference in the game. Physics is a bitch to encode!
There is probably only one game that can address most of your realism
questions: Trespasser, which SHOULD (emphasize the uncertainty there) be out
later this year. A lot of its actions and puzzles rely HEAVILY on real
physics, including knocking things over, breaking things (you may see those
bullet holes), and even the water may be addressed.
In DNF's (and hence, 3D Realms') defense, however, Trespasser won't have
multiplayer modes initially, and isn't really an action game in strictest
terms. I'm looking forward to both, personally.
--- Maximus 3.01
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