Game Development Community

Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc...

by Sorin Daraban · in Torque 3D Professional · 05/29/2009 (11:28 am) · 85 replies

Is something like Hydrax for Ogre3D on the horizon for T3D?

http://www.youtube.com/watch?v=cJM48NBQ3pw
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#81
09/12/2009 (9:11 pm)
Does someone still have a copy of this resource? No longer on server.
#82
09/16/2009 (4:15 pm)
its not a resource Charles, what parts are you looking for?
btw, nice to see your climbing works in beta 5.
#83
08/22/2010 (8:49 am)
If anyone still has this package, please inform this thread:
www.torquepowered.com/community/forums/viewthread/119707 or post here and I will move the information.

thx
#84
10/08/2011 (3:42 am)
Dropped the caustics shader into 1.1F and it's working sweet as, albeit only after the camera has gone underwater at least once... until that happens it renders over every texture above and below the water level.

Figuring something must be getting set when the camera goes underwater, I threw some debug statements around isUnderwater checks and mUnderwater, but I haven't come up with anything yet - any suggestions?

Would love to get it working proper, because it looks great.

Cheers
#85
12/06/2011 (9:52 pm)
T3D now checks the return value from the post effect callbacks, only allows the action to happen if true is returned.

function UnderwaterFogPostFx::onEnabled( %this )
{
   TurbulenceFx.enable();  
   return true; 
}

function UnderwaterFogPostFx::onDisabled( %this )
{
   TurbulenceFx.disable();   
   return true; 
}

Distortion works as intended again though you will need to hide the edges with the GUI to avoid seeing the frame wrap from the other side of the frame.
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