What's wrong with the Mediterranean Coves map? Strange that it would be different to the other maps.
Of water and waves
#102
Posted 15 July 2012 - 04:02 PM
Pureon, on 15 July 2012 - 03:54 PM, said:
#103
Posted 15 July 2012 - 04:08 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
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#104
Posted 15 July 2012 - 04:44 PM
A more realistic transition from the sand to the water and this could be a photo
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#107
Posted 15 July 2012 - 07:58 PM
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#108
Posted 15 July 2012 - 08:06 PM
However, depending on when Alpha 11 is set to be released, this may still make alpha 11.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#109
Posted 15 July 2012 - 08:13 PM
wraitii, on 15 July 2012 - 08:06 PM, said:
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#110
Posted 15 July 2012 - 08:24 PM
To give a todo list:
-Need to fix all and any segfaults/bad memory accesses.
-Need to have waves (I'm on that but for some reason it doesn't work I'll investigate).
-Need to redo the scenario and random map water settings (probably quick, but necessary).
-Should try to definitely fix some border issues on the super fancy shader. Since I distort the depth buffer, it gives a few quirky pixels. It's certainly fixable, however.
Edited by wraitii, 15 July 2012 - 08:27 PM.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#111
Posted 16 July 2012 - 01:15 AM
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#112
Posted 16 July 2012 - 02:31 AM
I was also thinking... I could generate more animated maps if they might be useful? Waterfall or maybe an animated caustic light map that could be applied to the terrain below the water?
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#113
Posted 16 July 2012 - 06:08 AM
For other textures... If you find a way to make the caustic light map nice, that would be interesting (as a decal), because I don't think I can reuse the trick I'm using for foam.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#114
Posted 16 July 2012 - 06:34 AM
Here is a video based on the technique described in this paper:
#115
Posted 16 July 2012 - 09:52 AM
#116
Posted 16 July 2012 - 01:17 PM
wraitii, on 16 July 2012 - 06:08 AM, said:
Ok, sure, here you go: http://www.wildfireg...it/newwater.zip
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#117
Posted 16 July 2012 - 02:09 PM
zoot, on 16 July 2012 - 09:52 AM, said:
Sure. I'll have to look into the exporting of height maps, but it's possible.
Gonna need to watch a few tutorials first, to get me going. But what exactly are you looking for?
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#118
Posted 16 July 2012 - 02:40 PM
#119
Posted 16 July 2012 - 02:44 PM
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