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UnderWater Fog Color And Range


Guest Red Ocktober
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Guest Red Ocktober

... they don't seem to be settable using fw.Renderer.SetWaterColor Vec4(0.1,0.3,0.39,255), Vec4(0.1,0.3,0.29,3) from BlitzMAX...

 

i also can't get the underwatercolor to come across from that set in the editor... the fog colors in the attached pic should be dark blue green (the scene is underwater), but it appears to be gradiating to a light green... inspite of the SetWaterColor function...

 

also... if a waterplane is set in the scene in the editor, it fails to show up using BlitzMAX loadscene()... i have to create it separately...

 

 

i'm more interested in the water submersion color right now... any suggestion... thx

 

--Mike

post-65-12594950692887_thumb.jpg

post-65-12594955780018_thumb.jpg

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Guest Red Ocktober

OK... disregard the above post... it seems as if i had the values set wrong for the parameters...

 

this works... fw.Renderer.SetWaterColor Vec4(0.1,0.2,0.49,1), Vec4(0.1,0.2,0.49,1)

 

 

--Mike

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Guest Red Ocktober

not parsing the .sbx file (i should be though)... creating a waterplane with Global waterPlane:TEntity=LoadModel("abstract::environment_waterplane.gmf")

 

or so i thought i was until i responded to your question...

 

i commented out the line, and the water still appeared... maybe it's because a waterplane is actually being loaded into the scene from the editor, but the properties aren't being set...

 

looking at this now...

 

 

--Mike

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Guest Red Ocktober

i was wrong... it seems as if the scene doesn't need to have a waterplane in it... and in BlitzMAX, all you need to do is fw.Renderer.SetWater True

 

then, use these to set the water properties...

 

fw.Renderer.SetWater True

fw.Renderer.SetWaterHeight 0.5

fw.Renderer.SetWaterSoftness 2

fw.Renderer.SetWaterAmplitude 88

 

fw.Renderer.SetWaterWaveSpeed 2

fw.Renderer.SetCaustics True

fw.Renderer.ReflectionRenderComponents=ENTITY_RENDERABLE

fw.Renderer.SetWaterColor Vec4(0.1,0.2,0.49,1), Vec4(0.1,0.2,0.49,1)

 

 

 

if you get a chance would you confirm this for me... thx

 

--Mike

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well i don't know if the water properties can be set since the lua script is using framewerk methods... I would think you would have to get that from parsing... but if you figure out how to do it straight from the lua script into bmax I would be extremely curious to know how you did it...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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i was wrong... it seems as if the scene doesn't need to have a waterplane in it... and in BlitzMAX, all you need to do is fw.Renderer.SetWater True

 

then, use these to set the water properties...

 

fw.Renderer.SetWater True

fw.Renderer.SetWaterHeight 0.5

fw.Renderer.SetWaterSoftness 2

fw.Renderer.SetWaterAmplitude 88

 

fw.Renderer.SetWaterWaveSpeed 2

fw.Renderer.SetCaustics True

fw.Renderer.ReflectionRenderComponents=ENTITY_RENDERABLE

fw.Renderer.SetWaterColor Vec4(0.1,0.2,0.49,1), Vec4(0.1,0.2,0.49,1)

 

 

 

if you get a chance would you confirm this for me... thx

 

--Mike

 

yep, those look like what I have... working on modifying my testcode right now to incorporate that into my parsing loop along with setting the skybox...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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