Decent looking water effects for T2D?
by John Klimek · in Torque Game Builder · 03/07/2006 (8:43 am) · 5 replies
Has anybody been able to get decent looking water effects in T2D? What I have right now is 2D terrain and I'd like to place water behind it... (this would create pools of water inbetween the hills on the landscape, etc).
I know I can use water tiles but they are static... I'm thinking about using parallax tiles to create the illusion of moving water but it would still probably look really, really bad.. (because the lines of the tiles arent moving, only the tiles themselves)
Anybody have any ideas?
I know I can use water tiles but they are static... I'm thinking about using parallax tiles to create the illusion of moving water but it would still probably look really, really bad.. (because the lines of the tiles arent moving, only the tiles themselves)
Anybody have any ideas?
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#2
www.buriedaliveinteractive.com/atomize/media/AtomizeWaves.avi
The water itself is composed to two emitters, one pure blue and the other with white speckles on it which is set up to be the leading edge. The pure blue water particles fade gently from darker blue to lighter, is partially transparent (it might even become more transparent over time, I don't recall offhand). There's a third emitter whose visibility is delayed a bit, which is pure white for the remaining foam as the water receeds.
There's also some slow particle growth over time, especially on the foam emitter. These particles are static sprites too, there are even more possibilities with some animated sprites, perhaps to get sun glint off the water surface.
The actual wave effect is some finely tuned emission force plus a constant force in the opposite direction.
03/07/2006 (9:53 am)
I captured a quick video of the effect:www.buriedaliveinteractive.com/atomize/media/AtomizeWaves.avi
The water itself is composed to two emitters, one pure blue and the other with white speckles on it which is set up to be the leading edge. The pure blue water particles fade gently from darker blue to lighter, is partially transparent (it might even become more transparent over time, I don't recall offhand). There's a third emitter whose visibility is delayed a bit, which is pure white for the remaining foam as the water receeds.
There's also some slow particle growth over time, especially on the foam emitter. These particles are static sprites too, there are even more possibilities with some animated sprites, perhaps to get sun glint off the water surface.
The actual wave effect is some finely tuned emission force plus a constant force in the opposite direction.
#3
03/07/2006 (11:09 am)
Wow, I wish I had that.
#4
Thanks for the information!!
03/07/2006 (1:36 pm)
I'll have to fool around with the particle editor... Thanks for the information!!
#5
03/08/2006 (10:27 am)
Hey, awesome water effects in your game!
Torque 3D Owner Luke D
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I managed to make a respectable ocean wave that advances and receeds for one of the stages of my game in under an hour. This image doesn't do it justice since the best part is in the transitions/motion:
I could try to capture a video if it would help better demonstrate, or check out the sixth stage of Atomize if you're willing to play through a few stages.
I imagine for the 'side view' it sounds like you're shooting for, you could create a multi-part effect with a surface line that bobs up and down, and a deeper layer that gives you bubbles, light shimmers, etc. Lots of possibilities.