Game Development Community

Tge Water

by Morrie · in General Discussion · 04/05/2006 (12:12 pm) · 9 replies

Is there a way to make the water look more real on the TGE. Like on the TSE, or World of Warcraft.

#1
04/05/2006 (12:53 pm)
Well, you could hire a good artist depending on the style you want. If you are looking for "realistic" looking water, then you're wandering into the world of shader technology unless you use some artistic witchery.
#2
04/05/2006 (1:34 pm)
In some Torque Game (Frogot which one...) they got a DIF, gave it reflective and transparent properties.....
#3
04/05/2006 (1:39 pm)
Foul witchery!

Yes, as long as you do not need to go under the water, that could be a very nice and effective way to work it. I'll have to remember that, actually. Nothing I'm doing has underwater areas...Hmmmm...(!!!)
#4
04/05/2006 (2:00 pm)
@David, I think there is a way to make it so you can walk through DIF's, I just dont remeber what it is, I know they did that in that Monster Island game....http://www.reallyreallygoodthings.com/site/media.html
#5
04/05/2006 (2:21 pm)
I'm sure you could rework map2dif and engine and the entities to play with collision meshes like the transparent meshes. I didn't see anything that reminded me of walking through DIF's in MI, though. You would have to figure out how to render the mirror side on top of the water but not render being "inside" the DIF mirror (or below it) from the bottom. Hmmm... It might be easier to create a renderobject for this and control the side's viewing and transparency.
#6
04/05/2006 (2:39 pm)
Hi Guys!

You can do all this with a mirrored suface and a standard dif. You place the mirrored dif just below water suface and have to turn of fog underwater in code. I don't recall the line you have to change right now, because I'm at work, but this evening I'll post on how to do this. You have to turn off fog underwater because the mirrored image passes under the water and you get fog above the water when you look at areas of water with the dif object.

You can make the dif passable by your player character, prevent vehicles from passing (only have done this once or twice). I use Cartography/3D World Studio, but any bsp editor/creator can do it (Quark, Hammer, etc.)

- Alan
Really Really Good Things Studio
#7
04/05/2006 (2:40 pm)
From what I can see, the extra $150 for the TSE seems like a great investment. I figure you could easily spend way more time trying to get good water than you would spend working to get the TSE. =)
#8
04/05/2006 (2:45 pm)
I'm not looking at it as a TSE replacement (I have a TSE license). I'm looking at it as an interesting thing to add to my little archive of cool things to play with in TGE.
#9
04/06/2006 (12:45 am)
Hi all,

I've posted a thread on this here:

www.garagegames.com/mg/forums/result.thread.php?qt=42435

Since I reference a code change. Have a couple links to mirrored .map and .dif files also there.

- Alan
Really Really Good Things Studio