View Revisions: Issue #5483

Summary 0005483: Visual representation for .liquid models
Revision 03.01.2021 22:32 by Dragofer
Description Stgatilov has recently (re-)introduced an interesting feature: .liquid models. These are rectangular planes that simulate the liquid physics of invisible "drops" falling into them, allowing to create unique new effects such as "living rock" that bulges unnaturally. A .liquid file is all that's needed, setting the parameters of the simulation. I've attached a test FM (description in Additional Information), and a link to the dev forum thread is here:

https://forums.thedarkmod.com/index.php?/topic/20273-liquid-models-idrendermodelliquid/&tab=comments#comment-444228

The problem currently is that they have no visual representation in DR, only showing up as a "shader not found" cube. It'd be much easier to place and orientate them if DR could generate a patch-like plane for them.

The plane is generated to the north and east of the origin, unless rotated. These parameters in the .liquid are of further interest for DR:
"size_x" "size_y" - the dimensions of the plane
"tile_y" "tile_y" - the dimensions of each texture tile, so larger values increase the scale of the texture
"verts_x" "verts_y" - the number of subdivisions. This can generate a huge amount of tris, so for performance it'd probably be better to ignore this in DR and just create a plain plane with 2 tris
"shader" - the material that the plane is textured with
Revision 03.01.2021 22:20 by Dragofer
Description Stgatilov has recently (re-)introduced an interesting feature: .liquid models. These are rectangular planes that simulate the liquid physics of invisible "drops" falling into them, allowing to create unique new effects such as "liquid rock" that bulges unnaturally. A .liquid file is all that's needed, setting the parameters of the simulation. I've attached a test FM (description in Additional Information), and a link to the dev forum thread is here:

https://forums.thedarkmod.com/index.php?/topic/20273-liquid-models-idrendermodelliquid/&tab=comments#comment-444228

The problem currently is that they have no visual representation in DR, only showing up as a "shader not found" cube. It'd be much easier to place and orientate them if DR could generate a patch-like plane for them.

The plane is generated to the north and east of the origin, unless rotated. These parameters in the .liquid are of further interest for DR:
"size_x" "size_y" - the dimensions of the plane
"tile_y" "tile_y" - the dimensions of each texture tile, so larger values increase the scale of the texture
"verts_x" "verts_y" - the number of subdivisions. This can generate a huge amount of tris, so for performance it'd probably be better to ignore this in DR and just create a plain plane with 2 tris
"shader" - the material that the plane is textured with