flachdrache Posted April 24, 2012 Share Posted April 24, 2012 owww bummer - tiles might match but its seams like the wave calculation is not tilable but iam no expert either ... you might can interpolate vertex.y like in the curve function ?! You can use a simple linepick from above to below waterpatch to place stuff at the intersecting point - however, sice the sender knows nothing about the receiver and the receiver usually doesnt care about any stuff the sender might tries to archive the user in question might have to come up with its own kind of filter to get rid of failures forwarded into space by the sender. Ps : there was a (very) early preview of sea waves [in] le3d which appearance a little more realistic, however afaik Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 24, 2012 Share Posted April 24, 2012 i managed to get a 3x3 tiled surface to line up perfectly without to much trouble in my cpu based waves... '-------------------------------------------------- ANIMATE THE WAVES IF WATERMODE ' Function AnimateWaves(theWater:TMesh) Local vertex:TVec3[2181] Local theWaves:TSurface Local waveFreq:Float theWaves=GetSurface(theWater,1) For Local i:Int =0 To 2177 Local waveFreq:Float=MilliSecs()/20 vertex[i]=GetVertexPosition(theWaves,i) vertex[i].y=Sin( waveFreq+vertex[i].x*50 + vertex[i].z*30)*(GAME.seaState*4) SetVertexPosition (theWaves,i,vertex[i]) Next EndFunction '-------------------------------------------------- MOVE OCEAN WITH VIEW IF WATERMODE ' Function SyncOceanToView() Local patchPos:TVec3 =EntityPosition(Game.fw.Main.camera) Local dist:Float = Game.oldViewLocation.DistanceTo(game.viewLocation) If(dist>340) patchPos.y=game.waterheight-3 PositionEntity GAME.fw.renderer.waterpatch,patchPos patchPos.y=GAME.waterheight patchPos.x=Game.ViewLocation.x-340 patchPos.z=Game.ViewLocation.z+340 PositionEntity GAME.fw.renderer.waterpatch1,patchPos patchPos.x=Game.ViewLocation.x patchPos.z=Game.ViewLocation.z+340 PositionEntity GAME.fw.renderer.waterpatch2,patchPos patchPos.x=Game.ViewLocation.x+340 patchPos.z=Game.ViewLocation.z+340 PositionEntity GAME.fw.renderer.waterpatch3,patchPos patchPos.x=Game.ViewLocation.x-340 patchPos.z=Game.ViewLocation.z PositionEntity GAME.fw.renderer.waterpatch4,patchPos patchPos.x=Game.ViewLocation.x patchPos.z=Game.ViewLocation.z PositionEntity GAME.fw.renderer.waterpatch5,patchPos patchPos.x=Game.ViewLocation.x+340 patchPos.z=Game.ViewLocation.z PositionEntity GAME.fw.renderer.waterpatch6,patchPos patchPos.x=Game.ViewLocation.x-340 patchPos.z=Game.ViewLocation.z-340 PositionEntity GAME.fw.renderer.waterpatch7,patchPos patchPos.x=Game.ViewLocation.x patchPos.z=Game.ViewLocation.z-340 PositionEntity GAME.fw.renderer.waterpatch8,patchPos patchPos.x=Game.ViewLocation.x+340 patchPos.z=Game.ViewLocation.z-340 PositionEntity GAME.fw.renderer.waterpatch9,patchPos Game.oldViewLocation=EntityPosition(Game.fw.Main.camera) Game.oldViewLocation.y=Game.waterHeight Game.centerOceanPatchLoc=Game.oldViewLocation Game.centerOceanIndex=5 Game.IsOceanSyncedToView=True EndIf End Function i'm gonna try basically the same approach with this... Shad... those screenshots look better and better with each iteration... --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted April 26, 2012 Author Share Posted April 26, 2012 Hmm... well xz and y displacement with 12 aggregated waves, makes not perfectly tilable. If you still want it I can upload it in it's current state. I tried with some skirts but you can still notice. But I guess an adaptive mesh would maybe solve this, but that's beyond my programming skills. Max mesh size are 32k triangles, I get all sorts of distortion if I go any higher. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 26, 2012 Share Posted April 26, 2012 the current state of your work is excellent... i'm ready to apply it... --Mike Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted April 26, 2012 Share Posted April 26, 2012 I'd love to try this too, thanks again for all your work on this. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Benton Posted April 26, 2012 Share Posted April 26, 2012 Oh wow, this water looks amazing. How does it look close-up? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
shadmar Posted April 26, 2012 Author Share Posted April 26, 2012 Ok it's in the store now, let me know if it works Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted April 26, 2012 Share Posted April 26, 2012 Ok it's in the store now, let me know if it works Checking it out now. Thanks a lot, man! Nice work! Cheers Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
shadmar Posted April 26, 2012 Author Share Posted April 26, 2012 One more thing, the mesh has skirts, but the skirt normals points straight up to minimize tiling visibility. And... forgot to change the deafults For best look with deafult skybox, set cubemap blend to 0.35 and bump to 0.3 and normal to 0.5 - fixed and reuploaded. Should look like this then: Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted April 26, 2012 Share Posted April 26, 2012 Hum...for some reason, I can't get it to work. I did as mentioned, copied the shaders in the 'mesh' folder of the shaders.pak, and put the 'ocean' folder in the 'Models' folder. I can see and put the ocean patch in the editor, but I only see a transparent red plane. I've matched the skybox material of the atmosphere to the one in the ocean material, but no changes. Also, when I click the checkbox 'Active' in the 'General' settings of the ocean and click apply, the name of the ocean patch dissappears. Very weird. EDIT: clicking apply makes the ocean (red plane) dissappear, and also the name. Any ideas/suggestions? Thanks. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
shadmar Posted April 26, 2012 Author Share Posted April 26, 2012 Any output in the Editor.log worth mentioning ? Edit : ah waternoisedot3.dds not in the zip, hold on 2 sec.. Edit2 : Re uploaded the zip and added the missing texture. Try now. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 27, 2012 Share Posted April 27, 2012 works fine here (2.50) with one or two small things... name property and y position won't persist after i close properties dialogue... also, checkbox for active remains unchecked... otherwise, ocean looks great... still looking... oh yeah... almost forgot in my haste BIG THANKS for this... more... x and z positions work... second test neither x,y,z position properties persist... what's the dimensions of the mesh? --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted April 27, 2012 Author Share Posted April 27, 2012 Aye sorry, wrong version of the lua script (GetKey else missing) Fixed and reuploaded. The mesh is by 512, but you should tile on 504 due to the skirts. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Benton Posted April 27, 2012 Share Posted April 27, 2012 Can you change the transparency of the water? I can't try it out till Monday cause of a lack of computers, and I was just wondering. I was playing Uncharted 3 and there is this map where it is a couple shipwrecks in water and you can swim around, and you can see about 10 feet into the water before it gets cloudy. Is this possible with shaders? Josh's waterplane got transparent when you set the softness at the right amount and looked down at it, that effect was very well done and I am wondering if maybe you reused some of his code? So you could see some fish in the water close to the surface, but not very deep. It would add that last bit of realism. So I guess my question is: Can you make it transparent, and if so how advanced is that transparency? And what does it look like underwater? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
shadmar Posted April 27, 2012 Author Share Posted April 27, 2012 Not in the current version, maybe in a later version, its just an wavy mesh for now, no underwater or transparency. Haven't figured out how transpericy in the shaders works (refraction) I seem to get reflection or some distortion. Ah well learing from the existing shadersis hard Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted April 27, 2012 Author Share Posted April 27, 2012 Another small update, fixed the y pos bug and added sliders for specular and gloss in the shaders + updated mat file. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted April 27, 2012 Share Posted April 27, 2012 updates working in 2.5 and 2.43... --Mike Quote Link to comment Share on other sites More sharing options...
Benton Posted April 27, 2012 Share Posted April 27, 2012 Maybe you could use the waterplane shaders for underwater? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
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