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View Full Version : Does anyone like the cool water reflection effect in unreal 2003?


imtim83
09-19-02, 09:16 PM
It seems pretty cool the like water reflection effect in unreal 2003. I think its in the first map thats set at default when you are playing unreal 2003. Seems pretty cool. Not sure if this was in any other games. I know graphics mean nothing if the game play isn't good but still its a cool effect. So far unreal 2003 is doing well at 1600x1200 with all details on high. Really nice looking and pretty good gameplay.

What does everyone else think of this pretty cool effect?

ExitWound
09-19-02, 09:39 PM
I screwed mine up. :( it doens't ripple anymore, and it looks really flat. still cubemapped, but doesn't ripple. don't konw if it was the texture detail i killed, or the physics. have to turn down gfx settings in order to get decent framerates v bots.

Evil Panda
09-19-02, 11:47 PM
It rocks!!!!!!!! Best reflection I've ever encountered in any game so far. In NOLF2 demo too the reflection are good, but Ut2003 is better.

SavagePaladin
09-20-02, 12:07 AM
The physics slider only affects Karma. Putting it to normal instead of high does virtually nothing at all, except speed your game up...

Chalnoth
09-20-02, 02:06 PM
Originally posted by SavagePaladin
The physics slider only affects Karma. Putting it to normal instead of high does virtually nothing at all, except speed your game up...

Actually, if Physics is set to low, the water won't ripple. It has to be set to at least Normal for the water to ripple.

SavagePaladin
09-20-02, 03:05 PM
I wasn't saying low anyway <g>
But thanks

Chalnoth
09-20-02, 04:28 PM
I would kind of like to know exactly what the difference between the Normal and High modes is, however.

But...the biggest problem with the water in UT2k3 is that it's nonresponsive...it would be very nice if there was a setting in the final version that would allow the water to respond to things going through it...

SavagePaladin
09-20-02, 05:53 PM
I'd think lag would screw that up...
I dunno

Chalnoth
09-20-02, 06:14 PM
I don't see why. There's no reason that the water surface would have to be identical on every computer, as it affects nothing but visuals, so the calculations should all be client-side.

SavagePaladin
09-20-02, 07:01 PM
True, I suppose.
I'm not a programmer, even if I try to keep up with the details....sometimes they escape my mental capacity (I have such a limited amount per day ;) )

[Corporal Dan]
09-20-02, 07:01 PM
Anyone post a screenshot from a GF3 or better?


not that impressive on my gf2

ExitWound
09-20-02, 07:12 PM
A screenshot doesn't do it justice, but here ya go. And yer right, physics have to be on medium or higher to get ripplage. GeForce3.

http://users.adelphia.net/~exitwound/ut2003.jpg

Nephilim
09-20-02, 07:21 PM
I have a whole slew of UT2K3 shots (from the "beta") here:

UTShots (http://neph.threethirteen.net/UTShots/)

All taken on a Geforce 4 Ti4200

DoinkyBottoms
09-20-02, 09:24 PM
Originally posted by Chalnoth
But...the biggest problem with the water in UT2k3 is that it's nonresponsive...it would be very nice if there was a setting in the final version that would allow the water to respond to things going through it...

That's just what I thought. At least it changes when you run through it.

thcdru2k
09-20-02, 10:06 PM
maybe in the final with ultra high, the water will become responsive. i really don't see how they would leave that out.

SavagePaladin
09-20-02, 10:18 PM
Since they left a lot out of this demo, as well as it not being final code.....who knows