Game Development Community

Water Specularity Bugs

by Steven Peterson · in Torque Game Engine · 11/29/2005 (2:24 pm) · 5 replies

When I first got the lighting pack I realized the water-specularity was broken. I have fixed one bug but not the other.

Bug 1:
The first problem was I was getting water specularity at night instead of day. ie. It was using the oppisite of the correct sun vector. Easily fixed with a minus sign, though I don't have the line number in front of me. I'll see if I can find it and post back.

Bug 2:
In the lighting pack, if your close to sea-level, the water specularity creates what I can only describe as a dimond or cross-hatch pattern across the water, instead of the smooth reflections seen in the normal TGE demos..

Has anyone noticed this (2nd bug) or have a clue how to fix it?

thx,
Raven

#1
11/30/2005 (1:53 am)
N/m bug 2 seems to be omni-present. ALOT of tweaking will cover it up. I found two good tricks for this though.

1) move your sun so it isn't traveling on a perfect east/west or north/south axis and isn't directly overhead. Since i'm using celestials.cc i set a -30 degree axis tilt, which moved the sun just a little into the south sky - feels like home.

2) use lower numbers for your waterblocks specularPower. A lower number gives you MORE sun-glare off the water.

In the process I found a really KickAss day/night effect of my very own!!! :-D I'm going to make you all wait though till I release my next resource! lol :-P

rgds,
Raven
#2
11/30/2005 (3:31 am)
Maybe just a hint ;)
#3
11/30/2005 (11:10 am)
That code should be the same in both TLK and TGE. Are you testing the same mission with both a TLK and TGE build? And are they both from the same version (ie 1.3)?
#4
11/30/2005 (12:18 pm)
Yeah, thats what I realized after ALOT more testing. Last night I was looking at:

- 1.3 demo
- 1.3 TGE
- 1.3.5 TLK
- 1.4 demo
- 1.4 TGE

The problem does in fact appear in all of them, you just can't see it in the feature walkthroughs as well.

I determined that the specular sun-glare on the water looks particularly good in the feature-missions, cuz the camera is far enough away, and the angles are choosen carefully. Like I said, using the tricks above also helps blur out the dimond pattern.

This could probably be fixed in code, but I haven't looked yet. I'm surprised no-one's ever posted before.
#5
12/01/2005 (3:41 pm)
@Denis - lol, turns out i'm too excited to NOT talk about it. I submitted a new plan and a Dev-of-the-Day ScreenShot so thats your hint! :-P

I've been waiting all day, like since 3am for them to approve it lol... sigh, guess their busy finishing TGE-Linux 1.4, or TSE, or Constructor, or TLK 1.4, or some other such nonsense... excuses, excuses.. ;-)

If you want to follow what I'm up to goto www.stevengpeterson.com
The screenshot is under "Senior-Project | Screenshots". Called "collage001.jpg."