Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
Just setting it as you map script should make anything below z = 0 act as water. It uses some custom particle effects for splashes.
I didnt know you could bake diffuse from nothing
Nice work!
- Added skybox and improved lighting.
- Added normal maps to the waves.
- Optimixed texture sizes.
- Buoyancy calculations now take the approxiamte volume of the prop in consideration (still not mass though).
I tried a sun particle effect that follows the player around on a set distance too. It worked okayish, but it probably won't work now that it's multiplayer.
It shouldn't be hard to get good preformance on a clear sky at least, the clouds seem like the trickiest part.