Lights on water
by Martin Masek · in Torque 3D Professional · 04/06/2010 (5:55 pm) · 2 replies
So it seems the Torque 3D lights do not affect the water block or plane:
Black skybox with no sun and one spotlight:

Turning up the intensity on the spot to highlight the problem:

Just posting here in case someone has found a fix, or if someone has the same problem and wants to use the fix I came up with. The game i'm working on will have search lights looking for the player (who is a submarine).
My 'dodgy' fix idea is to have an oval object, sitting just under the water - hooked up to an AI that follows 'patrol' waypoints and chases the player once it colides with them. This is what it looks like:

Any better ideas?
Cheers,
Martin.
Black skybox with no sun and one spotlight:

Turning up the intensity on the spot to highlight the problem:

Just posting here in case someone has found a fix, or if someone has the same problem and wants to use the fix I came up with. The game i'm working on will have search lights looking for the player (who is a submarine).
My 'dodgy' fix idea is to have an oval object, sitting just under the water - hooked up to an AI that follows 'patrol' waypoints and chases the player once it colides with them. This is what it looks like:

Any better ideas?
Cheers,
Martin.
Associate Tom Spilman
Sickhead Games
That said alot of games have been faking it by using non-transparent water surfaces which render just like any other mesh. This would be hard to do with the current WaterPlane or WaterBlock classes... they are not setup to do deferred rendering and code changes are required.
Other than that there is Inferred Lighting which is something we've been wanted to implement in T3D.
Another idea is to do a second lighting pass specifically for water surfaces... it would be tricky and expensive, but possible.