Crazycarpet Posted June 5, 2016 Share Posted June 5, 2016 I feel like it'd be great if there was a way to create almost an "environment probe" or something over water, or the area you'd be standing in, that'd make it become "cheap". Cheap water being water without reflections, or any of that really resource intensive stuff. I think in scenes with distant water there's no need for the reflections and huge FPS drop. I think It'd be really cool if there was a way to have inexpensive water in the distance at some point in LE's future. Quote Link to comment Share on other sites More sharing options...
Josh Posted June 6, 2016 Share Posted June 6, 2016 Like this?: http://www.leadwerks.com/werkspace/page/api-reference/_/world/worldsetwaterquality-r911 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...
reepblue Posted June 6, 2016 Share Posted June 6, 2016 Here is a water material I've made. Apply it to a face of a box brush and set the collision type to trigger. You also need to add this script to it so it animates the normal map. This is based off an old script Shadmar made but it checks what face the water is on. Just make sure self.Material is the same as the material you've placed on your face. It uses probe reflections so it's very inexpensive when it comes to that. -- Make this the material you used on your face. Script.Material = ""--path function Script:Start() self.textures = { } -- Fetch workshop animated water normals for x=0,9,1 do local name = "water1_"..x..".tex" self.textures[x] = Texture:Load("Materials/Effects/Water/"..name) end for x=10,63,1 do local name = "water1_"..x..".tex" self.textures[x] = Texture:Load("Materials/Effects/Water/"..name) end -- Load material self.mat = Material:Load(self.Material) -- Only apply the water texture to the face where we've assigned it. if self.entity:GetClassName()=="Brush" then tolua.cast(self.entity, "Brush") System:Print(self.entity:GetFace(0):GetMaterial()) if self.entity:GetFace(0):GetMaterial() == self.Material then self.entity:SetMaterial(self.mat) end end self.index=0 end function Script:UpdateWorld() -- Animate normals for texture1 for material if self.index > 63 then self.index=0 end local count = 0 self.index=self.index+Time:GetSpeed()*0.25 count=math.floor(self.index) if self.mat ~= nil then self.mat:SetTexture(self.textures[count],1) end end cheepwater.zip 4 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Crazycarpet Posted June 6, 2016 Author Share Posted June 6, 2016 Thanks, going to use that. 1 Quote Link to comment Share on other sites More sharing options...
reepblue Posted June 7, 2016 Share Posted June 7, 2016 It's now on the workshop, hopefully this will help people with their water issues. http://steamcommunity.com/sharedfiles/filedetails/?id=699303085 5 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Admin Posted June 8, 2016 Share Posted June 8, 2016 Basic marketing: it's not "cheap" water, it's inexpensive water. 2 Quote Link to comment Share on other sites More sharing options...
reepblue Posted June 8, 2016 Share Posted June 8, 2016 Fixed, When it comes to game assets, I don't see the word "cheap" negatively, but I see your point. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Admin Posted June 8, 2016 Share Posted June 8, 2016 Joking, but I have actually had that discussion before and was corrected. Quote Link to comment Share on other sites More sharing options...
mdgunn Posted June 8, 2016 Share Posted June 8, 2016 Thanks for this! I had a bit of a go at this a while ago but the results weren't pretty. Quote Link to comment Share on other sites More sharing options...
DooMAGE Posted June 8, 2017 Share Posted June 8, 2017 Hey, Since I can't create pools of water with the leadwerks water solution, I tried to use this asset made by reepblue, idk why but there is no reflections and color in the water in my tests. The animation works fine. I remember the game Evaluation Abridged by Einlander has a nice water: Anyone know how I can get the same results? I really appreciate your help Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
Josh Posted June 8, 2017 Share Posted June 8, 2017 Set water quality to 1 or 2. What you are showing is the default for integrated graphics (low). 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...
DooMAGE Posted June 8, 2017 Share Posted June 8, 2017 The global water is working great, its his water that I am having trouble Also I think that the water in the Evaluation Abridged is the global leadwerks water. Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
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