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Clothing should darken to symbolise being wet...
Reviewed, LowPublic

Description

When player enters water, the clothing should darken to symbolise being wet, then slowly dry over time depending on temperature.

Clothing should darken to the level that the water came up to on the character.
Same when raining, with the uniform slowly getting darker over time.

I remember an old game (might have been the 1st ghost recon) with this effect and it was simple but a very impressive feature :-)

Details

Legacy ID
2437086066
Severity
Feature
Resolution
Open
Reproducibility
Have Not Tried
Category
Feature Request

Event Timeline

FeralCircus edited Additional Information. (Show Details)
FeralCircus set Category to Feature Request.
FeralCircus set Reproducibility to Have Not Tried.
FeralCircus set Severity to Feature.
FeralCircus set Resolution to Open.
FeralCircus set Legacy ID to 2437086066.May 7 2016, 1:08 PM

Agreed. Same goes for rain. A game that does this perfectly is the original "Crysis" (2007). In that game, whenever it was raining, you could see water dripping down people, objects, ground, cars, etc.

Even if It's a simple darkening of the clothing...
That way no two soldiers will be exactly the same shade depending on how long they are outside or in doors throughout the mission, adding a bit of visual variation :-)

Bohemia added a subscriber: Bohemia.May 7 2016, 1:08 PM

And dont forget add rain drops bounce on objects, vecs, soldiers :)

Uziyahu added a subscriber: Uziyahu.May 7 2016, 1:08 PM

Ghost Recon 1 did this.

Mac added a subscriber: Mac.May 7 2016, 1:08 PM
Mac added a comment.Mar 29 2013, 6:47 AM

Like Ghost Recon (The original)

Just as long as the bouncing rain isn't exaggerated like most games.

This could also lead to uniforms collecting dirt & stains depending on the characters actions :-)

LOWCZ added a subscriber: LOWCZ.May 7 2016, 1:08 PM

Upvoted, would be really awesome to see ingame.

it should be wet to symbolize being wet. darkened-cheap effect.

needs new shaders+darkened. voted. don't disappoint me.

@Johncage
When fabric absorbs moisture it simply appears darker :-)

I'd hate to see some over exaggerated glossy effect making everyone look like glass :-s

kanzer added a subscriber: kanzer.May 7 2016, 1:08 PM

It costs a lot, in terms of development time and PC resources, but doesn't add anything to a game like Arma.

Agreed with kanzer. I think it's definitely not a priority...

@brunova1807
Hence the LOW priority setting.

But seeing a 'Ghost Recon 1' had this feature I can't see it being too much trouble...
And it would look AMAZING :-)

It COULD add to a game like Arma:

  • wet means heavy and cold - increased stamina consumption, possibility of enemy alarming random sneeze
  • wet means "more smelly" - easier to be detected by guard dogs
  • wet camouflage changes colours - a penalty modifier to camouflage
  • maybe an effect of leaving wet trail or spots of water, like with the blood trails now?

I like this idea. What I think is that the way soldiers exterior looks should be revamped in some areas. I would like to see more dynamic exterior looks from e.g. different wounds, but also as already noted, water, dirt (wear from combat) etc.

I also get if BIS cannot prioritize this, but I'm sure they like all the ideas from the community. Just hope modders like the ACE community keep an eye on the feedback tracker.

MadDogX added a subscriber: MadDogX.May 7 2016, 1:08 PM

Deleted some of the recent pointless comments. Keep it constructive, guys.

fbiss added a subscriber: fbiss.May 7 2016, 1:08 PM
fbiss added a comment.May 10 2013, 2:02 AM

DOOOOOOOOOOOOOOOOOOOD THEY SHUD MAKE IT SO DAT U CAN ALSO SKRATCH UR ASS TOO!!1! DAT WAY IT SIMYULATS THE REAL NATURE OF HUMANS IN WORFARE! IT COULD ADD THINGS SUCH AS:

  1. DOGS CAN SMELL YOUR FINGER
  2. IF YOU DONT SCRATCH UR ASS REGULARLY U GET AN ITCH AND SWET AND THAN U GET A RASH ON YOUR ASS AND YOU START LOOZING STAMINA!!
  3. YOUR PANTS RIDE UP YOUR CRACK AND IT MAKES YOU WALK AT A WEIRD ANGLE
  4. YOUR ITCHY ASS DISTRACTS YOU AND YOUR AIM GETS WORSE

HOW IS THAT FOR CONTSTRUCTIVE DICK FACE?!

Khan added a subscriber: Khan.May 7 2016, 1:08 PM
Khan added a comment.May 10 2013, 1:08 PM

This suggestion was processed by our team and will be looked into. We thank you for your feedback.

@Khan... That's amazing news!!! This simulation just keeps getting better :-)

:) this would look amazing with the new rain bis are working on

What some of you people don't seem to get is that it is not your place to decide what the dev team will spend their time on. B.I. has a history of giving players what they want, even when it seems impossible. Your place is to give feedback, not presume to be a member of the dev team. You aren't on the team and you can't read their minds, so you are no more qualified to manage the team's workload than any of the rest of us. I heard the same voices when the Operation Flashpoint: Cold War Crisis public demo wasn't even released yet and B.I. proved you people wrong time and again. I honestly don't know where they create your kind. Maybe some kind of anti-progress laboratory? Do you know what kind of system this effect was running on in Ghost Recon 1 on the PC, and yet you say it will consume too many PC resources and not add anything to a game franchise whose main competitor WAS Ghost Recon 1?!

Rain sure needs more emphasis in ARMA, just the filter effect doesn't convey much really.

I dont know about the whole texture based on water level, honestly I would just be happy if the player could have a wet look overall, as well as every object and surface. For players, this can happen over a period of a minute or two after the rain starts, the wet look can fade in, but for swimming, really only has to be applied as soon as animations switches to swimming animation, then voila. It doesn't have to a very in depth, and resource hungry effect at all. skip the fancy gimmicks, we dont really need them as we wont be paying attention to level of detail, as long as the effect is there to satisfy logic, because currently, the current rain implimentation just feels very off.

This effect should easily be applied too. since vehicles and players have damage layers, create an additional layer for wet, and for muddy. Wet texture can be applied during rain, or when in water (swimming) and muddy can trigger during rain when kneeling (legs get muddy tex) or going prone (stomach, arms and face get muddy tex) or rolling (full body gets the muddy tex)... For vehicles, the same really, during rain the vehicle will get a wet with a specular glint, when vehicle drives in the rain for a min or so, it will turn into muddy texture where mud is likely to occur and gather on the vehicle. I am sure this should be totally do-able, but will just require some additional effort by artists.

Also to note, during rain, there shouldnt really be much dust kicked up from chopper downforce, or vehicles traveling on dirt, it should rather have minimal mud splatter kicking up. This could be majorly beneficial to those who can actually strategically use the rain to an advantage.

example GTA V

in the last sitrep

http://dev.arma3.com/post/sitrep-00139 [^]

dev's talk about implantation of "Screen-space Reflections technology"

see this demo https://www.youtube.com/watch?v=0ROtu2ZXNl8 [^]

I quote : "for all terrains, times of day and weather (contrast, saturation, etc.). Then there is multi-component fog simulation, a better shore shader and the optional Screen Space Reflections (these can be too demanding for some systems)"

I hope they will use this technology to create wet surface !

Beavis added a subscriber: Beavis.Feb 4 2019, 12:47 PM