DooMAGE Posted June 9, 2017 Share Posted June 9, 2017 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: 1 Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
cassius Posted June 9, 2017 Share Posted June 9, 2017 I have pools of different depths in my game. I just made the hollows in terrain level where required. Or maybe I misunderstood your prob. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
DooMAGE Posted June 9, 2017 Author Share Posted June 9, 2017 I mean you can't do like in the picture since the global water has a global level only. Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
tumira Posted June 13, 2017 Share Posted June 13, 2017 It is from this bug. maybe you can share some map with josh? Quote Link to comment Share on other sites More sharing options...
Einlander Posted June 14, 2017 Share Posted June 14, 2017 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. 1 Quote Link to comment Share on other sites More sharing options...
DooMAGE Posted June 19, 2017 Author Share Posted June 19, 2017 Thanks Einlander, looks much better now. I have some problem with the refraction, it dont cover all the water plane, some parts of it looks clean. You can notice it moving the camera up and down looking at the water plane Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
karmacomposer Posted June 27, 2017 Share Posted June 27, 2017 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 Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
gamecreator Posted June 27, 2017 Share Posted June 27, 2017 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. Quote Link to comment Share on other sites More sharing options...
DooMAGE Posted July 10, 2017 Author Share Posted July 10, 2017 I'm still trying to figure out why the water plane looks so odd depending on the camera angle. Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
Einlander Posted July 10, 2017 Share Posted July 10, 2017 I have no clue how to solve that, you would need to modify the shader to fix that The haze shader is out of my depth :/ Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted July 11, 2017 Share Posted July 11, 2017 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 Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
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