Guest Red Ocktober Posted May 15, 2011 Share Posted May 15, 2011 i can't see any emitter particles underwater except when they show up against a mesh... if nothing is in the background they don't show... probably something simple, and i'm searching now... but does anyone know offhand how to make underwater particles visible... thx --Mike Quote Link to comment Share on other sites More sharing options...
Richard Simpson Posted May 17, 2011 Share Posted May 17, 2011 I made a bug report on this http://www.leadwerks.com/werkspace/tracker/issue-13-wierd-bug-with-water-and-emitters/ Josh says it would require and extra pass, causing a slow down. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 17, 2011 Share Posted May 17, 2011 thx for the heads up Rich... --Mike Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 20, 2011 Share Posted May 20, 2011 hey Josh... if you've got a free second can you chime in on this... it seems like the leadwerks ocean world has been relegated to that of a stepchild... now it seems the same applies to the underwater world... i need to make particle trails for submarines and torpedoes... bubbles... explosions... but so far it seems like it's not gonna happen... am i totally missing something or do i need to hone up on my coding skillset... or is there any hope that an easy way for underwater particles will appear... or at least an explanation of what i'd need to do... thx --Mike Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 24, 2011 Share Posted May 24, 2011 bumpers... i really sorta need this capability in Leadwerks... seems that Leadwerks has forgotten the underwater realm... i need to have underwater torpedo trails and bubbles (like in the vid below)... right now no particles show up under the seas... chance of any help Josh... thx --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted May 25, 2011 Share Posted May 25, 2011 I would not use the Leadwerks water for advanced water games. It's good for casual water effects, but when it comes to submerging and waves, it would be easier to make your own custom water class. It doesn't need to look so fancy, but it should be fully functional. Wavy ocean water doesn't really need reflections either, although ripples and foam would be nice to have. When you submerge, you can just have a dense blue fog, that's what the built-in water also does, and then all particles still work and your physics don't go nuts because of the physics updraft, but you can just have zero gravity physics objects under water. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.