Naughty Alien Posted March 1, 2010 Share Posted March 1, 2010 ..its working just fine with your water plane...mine however, persist to be white ..im wondering what went wrong...how did you create/export your plane..im really curious?? Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted March 1, 2010 Share Posted March 1, 2010 ..ahh..okay..got it exported/work just fine now..it was scene rooting i had inside level hierarchy class..its working superfine now....thanks for assistance Red and Marley Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 1, 2010 Share Posted March 1, 2010 cool... glad all is working now... my explanation wouldn't have really helped anything much... it's just a flat tesselated (is that the right word) mesh... 320 by 320... 0 height... same one as used in blitz3d projects and blitzmax projects... i imported the original .x file into UlitmateUnwrap3D and exported it as .gmf... --Mike Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 1, 2010 Share Posted March 1, 2010 You should be able to make one in UU3D create a flat horizontal plane making sure you have decent enough width and height segments, triangulate the faces and note the vert number or add to the function to count the verts to an int. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted March 2, 2010 Share Posted March 2, 2010 That looks a lot nicer than I thought it would from the technique you describe. You might want to get rid of the reflection entirely, and just use a cubemap lookup. I don't think ocean water is all that reflective, and it actually can detract from the realism. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 2, 2010 Share Posted March 2, 2010 josh said: I don't think ocean water is all that reflective, and it actually can detract from the realism. i agree... right now it looks a lil bit like jello... also... is it possible we can have some water foam put back in the mix... like it was in 2.23... --Mike Quote Link to comment Share on other sites More sharing options...
Josh Posted March 2, 2010 Share Posted March 2, 2010 That would require a whole new water shader, which is not top priority right now. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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