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My attempt on water plane is garbage


DooMAGE
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I'm almost giving up on implement some game mechanics in my game because of the water. lol

I need some water pools of various height scattered across the level, because of this I can't use the native global water because you can only change the global height of it (the global water is amazing btw). No problem, so I downloaded a water plane from workshop and added a probe to make some reflections on it.

I don't know why but in video and some screenshots the water shows some odd checkerboard on it.

My results so far:

qZmDFP0.jpg

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My Leadwerks games!

https://ragingmages.itch.io/

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To get rid of the checkered boxes you need to do 2 things. In the water.mat that it comes with enable zsort. So the selected options will be, 2 sided, Depth test, Depth mask, and zsort. On the shader tab, switch the shader to refraction.shader.

To make it more or less transparent, on the Properties tab in the diffuse section, the first 3 are your colors. The last one is the transparency. The higher the number the more transparent.

 

 

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  • 2 weeks later...

Can you alter the amplitude of water?  I would like to make water waves with foam if possible.  Is there a water shader available for Leadwerks?  I will need pools, lakes, quiet rivers and massive ocean swells.

Unity, UE4, Cryengine and S2 can all do this.  Can Leadwerks?

Mike

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Leadwerks water is limited to a flat infinite plane (with no official underwater support) or applying a water material like shown above.  Everything else you need to write a custom shader for or get it from someone or maybe use an animated texture.  Though I imagine you could also animate a mesh to simulate waves.

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  • 2 weeks later...

Would it be possible to create a low poly surface model whether inside Leadwerks with the built in modeler or outside Leadwerks and then apply a water shader to that and adjust amplitude and what not to create waves?

I wonder if it would be possible to define a under-water-like scene when going underneath the low poly surface with caustics and reduced gravity/physics - as if under water.  How would we best achieve this since Leadwerks does not have this...yet?

Mike

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