New Water/Atlas Effects
by Jacob Dankovchik · in Torque Game Engine Advanced · 01/28/2006 (8:33 pm) · 116 replies
Since the shore topic was getting just too big to manage, I decided it would be much easier to move the conversation into here.
I'm still working on the effects, trying to get them right. Right now I'm messing with under-surface and distance darkening. Tell me what you think of these pics of the surface as you sink.




I'm still messing around, trying to get this is absolutley accuate as possible. Still not sure what to do about the world edges.. I guess I could leave that to the artists to handle...
I'm still working on the effects, trying to get them right. Right now I'm messing with under-surface and distance darkening. Tell me what you think of these pics of the surface as you sink.




I'm still messing around, trying to get this is absolutley accuate as possible. Still not sure what to do about the world edges.. I guess I could leave that to the artists to handle...
About the author
#42
02/27/2006 (9:23 pm)
I can't view the videos either.
#43
Oh, to watch Adam's movies get the realplayer xiph plugin for windows here: https://helixcommunity.org/project/showfiles.php?group_id=7
It is also available for helixplayer on linux.
02/27/2006 (10:55 pm)
Regarding Adam's wave shore effects, I already have a version of this working in plain old TGE. I didn't use it for shore effects but rather for ship wakes but the technique is the same. All it takes is a simple particle effect made to lay flat on the water's surface. You grow, move and animate the particle then fade it out and delete it as it reaches shore.Oh, to watch Adam's movies get the realplayer xiph plugin for windows here: https://helixcommunity.org/project/showfiles.php?group_id=7
It is also available for helixplayer on linux.
#44
my email is pauliver@gmail.com. thanks!
02/28/2006 (11:49 am)
I too would be interested in the code to integrate myself, rather than wait for it to go into tse.my email is pauliver@gmail.com. thanks!
#45
02/28/2006 (12:22 pm)
Just so everyone knows, I'm not going to be doing hand orders here. The code is going into TSE so theres no need to make a resource and I don't feel like taking the time that I don't have to deal it out to each and every person who demands it either. The people who asked thus far, I'll try to get it to you sometime soon here. But please don't keep asking.
#47
03/02/2006 (9:43 am)
@Adam: Not yet I'm afraid, but it is very simple. Take a look at the orientParticle code in particleEmmitter.cc (I think) - that's what I started from. All I did was create a similar method that makes the particle always face up instead of always facing the camera. It would take some fiddling elsewhere to get proper alignment with the shore - some sort of shoreline detection and/or depth mask.
#49
05/02/2006 (7:46 am)
Yes, I'd like to have this too :-)
#50
05/02/2006 (12:29 pm)
Actually, there has been. It just hit me today how to calculate the shading based on your angle of viewing. I have work today and I feel HORRIBLE, so i'll work on it tomarrow maybe. Right now i just wanna crawl in a hole and die..
#51
05/02/2006 (12:55 pm)
Hey Jacob, take your time to recover. We're all waiting patiently until you release something... :-) Thanks dude!
#52
05/02/2006 (1:06 pm)
Here is a pic I took last month of a local lake (Canyon lake). Just to kill time.
#53
Randy, you're not asking for much are you? :-)
Dave.
05/03/2006 (12:29 am)
Jacob, thanks for the update. No pressure, just wondering what was happening. I've just got over a month with a terrible chest infection so I know how you feel.Randy, you're not asking for much are you? :-)
Dave.
#54
Anyhow, I have to go pick up my tux for my prom today, after which I think I'll be good to work tonight because I don't think i'll have much homework to do. So, there would be some new shots up between tonight and Friday.
05/03/2006 (10:30 am)
Well today I'm feeling a little bit better. MY head hurts like hell and I feel a bit dizzy, but way better then yesterday. No idea what hit me, but it had me quite messed up for a time. Even picked up a fever last night as I went to bed.Anyhow, I have to go pick up my tux for my prom today, after which I think I'll be good to work tonight because I don't think i'll have much homework to do. So, there would be some new shots up between tonight and Friday.
#55
05/06/2006 (12:12 pm)
All i got to say is WOW. good stuff. cant wait to see this is the next TSE patch, or a resource otherwise. Just wondering Jacob, is that terrain a mesh? or is it a torque generated terrain?
#56
05/06/2006 (7:45 pm)
Its all TSE generated terrain, the heightmaps and textures were made in L3DT. Most of the textures are terrains are of slightly crappy quality though because they were all just tests for my water and so I didn't pour any ounce of effort into them and tried to throw em together within 5 minutes.
#57
05/07/2006 (3:56 pm)
Damn, still look pretty good. btw when should we expect to see it in a resource or in the next cvs patch?
#58
05/07/2006 (4:07 pm)
Updated into CVS, thats GG's call totally. But I'll be doing a resource once I'm comfortable with its performance. I want it to be as realistic as possible and so I'm not going to release a resource that still needs a lot of work.
#59
05/07/2006 (5:58 pm)
Thats totally understanable. but would to mind release an executable release? something we can check out real time?
#60
07/12/2006 (1:12 pm)
Nudge
Torque Owner Stephen
GearedMind Studio