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Hi,
I noticed that some native quest games have not bad water implementation, for example in game: Medival dynasty New settlement.
Is it possible implement similar water surface for quest immersion …
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I've recently installed the modpack (no frills version) so no I didn't touch any settings yet. Anyways when I look at a surface of water directly and at a close distance, or at an angle, the water tur…
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Windows 10
Java 17
Megamek 0.49.19.1
1. It is not currently possible to deploy a unit on the surface of frozen water. (I.e. if a hex has depth 3 water with ice on top, units will deploy at the bo…
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Since there is a lot of planets where water take up 80-90% of the surface this leave very little room to land a ship. If a ship lands in water now it just sinks to the bottom. I thought that a great m…
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I killed a rotfish and there was a scorch mark left on the surface of the water.
![image](https://github.com/DarkPlacesEngine/darkplaces/assets/424218/25a35f27-1961-4977-bf14-a2a86257ca31)
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The option for a localized water volume separate from the main water of the gameworld.
Behaviour attaches to a cube volume and it generates a water surface and foggy volume with water properties o…
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Water model is learned from Peckel (Global Surface Water) reference data and is based on NDVI/NDWI2 indices. Then the predicted mask is cleaned with Peckel, possibly with HAND maps and post-processe…
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include surface water layer (need to rasterize)
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The following variables have some issues in the kobo sheets (including the updates from the loa template):
- Some labels do not exists
- Some have a typo in the kobo choices sheet (i.e. snfi_fds_can…
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The NeuralGCM paper contains some analytics that depend on the surface information. For example, the precipitable water calculation involves a vertical integral that needs surface pressure. The tracki…