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Liquid physics


LordJaredSin

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Recently, I had downloaded Dapper Dan's Silky Smooth Skin mod and part of the mod allows for skin to look like it is sweating. It is a great mod (thanks Dan for your hard work) but after taking a closer look, the character really isn't sweating. In reality, it looks like it is dried sweat, which brings me to my topic... Liquid physics. How many times has your character swam across a lake or ran through a stream and looks just as dry as he/she did before they entered that water? Why aren't their clothes and shoes wet and make that squishy sound. When it rains, why don't the building look darker and wet, why doesn't water pool into lower areas. Why can't we see water, sweat, blood, oil, rain or any other liquid dripping or rolling down/off characters or other creatures.

 

Understandably, there are hair mods out there that wouldn't have taking this into account to allow for a wet look or hair getting matted down from a liquid. But barring that, I would like to see some real immersion in this area of modding. Dispatched an encounter with a melee weapon and now it is "soaked" with blood. Great, but why isn't it dripping? You saw blood squirting out with each hit of your melee weapon, why didn't all that blood spatter all over you and now running down your face/body? That just doesn't make sense.

 

As I have said in previous posts, I am not a modder and understand it is very difficult to do this sort of thing. But if anyone is up to my challenge, I am sure the community will be very appreciative.

Edited by LordJaredSin
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@lordjaredsin

 

you ask an awesome question, and hopefully folks will continue with the awesome overhauls

and mods of complexity.

FO4 does a lot of stuff, so it looks like room was made in other areas, to make the other aspects work well.

that said, hopefully there is some way to add to those overall look of the game.

 

 

 

I hear you - what really was a what the for me,

was the lava lamps in FO4 not being lava-y. I mean, they couldn't make a simple 'sprite' -

an animation loop to play on the surface?

then, lighting, like diffraction and shadows and fringes hehe. at least there aren't too many lens flares hehe.

 

stability seems to be diametrically inversely proportional to the number of features a user might want of the program.

that is the fun of trying to make stuff happen anyway though hehe.

a lot of features, modders were told were impossible, and yet here we are with 1000s of FO4 mods.

 

you may be interested in several upcoming projects;

the HUDui interface,

.gif, .swf and .mov facegroups on textures and 'texture switching' or 'dynamic textures surfaces' - see DICE and CoD zombies skins from Infinite Warfare - they're able to do some awesome effects with approaches like that. that said, they don't have near as many features as FO3, FONV or FO4 will once more mods appear.

lighting and mirrored surfaces overhaul project - this is going to prove a challenge because of the cell reset issue etc... pre-batching and other workarounds will have to be used. tricky mirrored surfaces, like Codsworth, are going to be fun.

it's also going to be tricky to have the code which updates from the camera instances that are at each mirrored surface.

node networking, and calculating what can be seen from that "perspective bucket", is a way around it...

it will take a few modders quite a while collabing to make that stable and happen.

 

I digress,

so, the 'blood splatter' and 'appears wet' effect,

would in reality be a 'sprite' - or, a layered effect which runs for a timer after certain events.

if you go through water, (a water node will update the player's status etc),

it's a 'decal' that will play on the player and their attire. combined with a layer-switch for their texture set,

so as the clothing looks properly dampened, or will use the pre-batched 'cling' physics instead.

your character will load the surface details from the wet set.

plays foley from the 'damp' set etc.

it gets n^X/nCr/nPr kinda tricky when you are fighting in the water and defeat different enemies hehe.

say you defeat a sludge-beast, a mirelurk and a radstag all at the same time while in water - do all those effects clog up your ability to see?

the same kind of problem applies to CBBE and BodySlide stuff and the physics simulations for the clothing...

 

if you want that bloodsplatter to not clear away with time, and be permanently there,

we're looking at the same problems as making FO4 have 'destructible terrain".

that would need some AGI solutions to have the textures and what not

be read-writable and update.

 

if you want the game to in-game model real-time physics and particle simulations...

that would be tricky.

The game already chugs as is for last gen and older systems,

much more and we start getting into the realm of live-games internet-enabled cloud-computing for some of that stuff -

have a beth-net server farm and super computers pre-batching a whole bunch of stuff...

or, a complete new engine overhaul and all - which is more where Bethesda is wanting to go.

 

I hope I've given you some ideas of projects which are out there and are slowly forming;

I'm optimistic that they'll find ways to achieve these kinds of updates to the look of FO4.

I look forward to seeing lots of modders collaborate to realize these kinds of features.

 

 

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@montky

 

 

Thanks for your input. As mentioned, I am not a modder. From your response though, I have the feeling you have at least done a little bit of modding. So I was glad to hear that someone else thought my idea was a good one from a modding perspective. Up to now, I have only commented or suggested relatively minor things. I have been a long time gamer, but I am new to the Fallout universe. My concentration has been tabletop RPGs but also a computer gamer. Having played RPGs for over 20 years and written several quests. I can see where Fallout still has a TON of story potential from our modding community.

 

I have an quest idea (but more that just a quest) that I came up with today that I will be posting in the next couple of days. There are ALOT of details so it will take a few days to sort out. I believe it would require many ultra elite modders collaborating. I would like your input when I do, on what you think and if it could realistically be done, if you would be so kind. I hope that any other modders that have read this would give their input or add to the discussion on my quest idea post.

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