The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
Just messing around "flooding" areas while the effect is refined. Thought it might make some of you drool though, so uploaded :p
Looks good.
Will one be able to see the water filling up in the area that gets flooded?
The effect will gradually build up it won't just suddenly appear when it starts raining so in a manner of speaking yeah.
And what is fps cost? Is it highly demanding performance, or not really?
And what about splashy sounds when going through such a splash?
FPS cost of the "flooding" is no higher than when the effect is simply enabled, so like 5FPS tops. No splashy sound effects unfortunately though. The best that could probably be done on that front would be to script a time delay to allow the effect to aturally build up then have the script generically play a splashy sound effect. It would be a bit more complex than that but essentially thats how it would be done. There would still be a weakness though, AFAIK theres no way to tell the shaders or script which part of the level would be deep and other parts shallow so the splashy sound effect would just generically play even when the effect isn't really very deep.
can you just make footsteps sounds like splashy when rainy weather is on and when is it raining? Would that be a problem?
It could be done, but would require a load of manual scripting checks defining weather files and times of day the splashy sound effect should be played.