2011-01-19, 15:49 | #41 |
Retired PR Developer
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Re: [Map] Rajantie (2km) [WIP]
The water becomes transparent when you generate lightmaps for the terrain, even on the lowest quality. It will only be transparent INGAME.
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"Eight glorious sides and eight stunning angles!"
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2011-01-19, 19:41 | #42 | ||
Join Date: Jan 2010
Posts: 525
Finland
Location: Helsinki
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Re: [Map] Rajantie (2km) [WIP]
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By default (after generating light maps) the transparency of water is inversely proportional to the waters depth*. It means that in deep water you can't see under the surface under at all, for example the bottom of a boat or the part of a swimming soldier that is under water but in shallow water you can. Doesn't make sense, pics: * What matters here is the distance between the actual terrain and the water surface, any objects in between have no effect. Here's what I've found out: With a little photoshop magic (as always ) you can have control over the transparency. The red channel in your terrain lightmaps is what controls the transparency of the water, the greater the red channel value the less you see through the water. It also affects how the water reflects the envmaps, so there is still a lot of experimenting which looks good etc. There might be other undesired side effects or performance issues that I'm not aware of but I doubt it. There's the basic knowledge now, a bit of information I haven't found anywhere else. I'll add more info and pics to this post later and the progress of my map since that's what this thread is really for. | ||
Last edited by splatters; 2011-01-19 at 23:27..
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2011-01-20, 01:01 | #43 | |
Retired PR Developer
Join Date: Sep 2007
Posts: 4,280
United States of America
Location: Denver, Colorado
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Re: [Map] Rajantie (2km) [WIP]
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2011-01-20, 05:14 | #44 | |
Retired PR Developer
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Re: [Map] Rajantie (2km) [WIP]
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but it might be useful to paint the red channel on some special areas | |
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2011-01-20, 05:45 | #45 |
Retired PR Developer
Join Date: Sep 2007
Posts: 4,280
United States of America
Location: Denver, Colorado
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Re: [Map] Rajantie (2km) [WIP]
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2011-01-20, 10:27 | #46 | ||
Join Date: Jan 2010
Posts: 525
Finland
Location: Helsinki
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Re: [Map] Rajantie (2km) [WIP]
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Simply 'darkening' or adding to the red channel seems safer to me. Don't know if it affects anything else than water transparency and envmap. The way bf2s water is done is rather suki anyway, the water transparency is actually just the transparency of the water plane and you can peak under it from the transparent parts like seen in the picture below. Terrain is obscured but the statics and other objects are visible from as far as the view distance allows, water fog settings appear to have an effect only when you're under water Thats something to keep in mind when editing the water transparency, maybe it's just a matter of finding the golden mean.. p.s. I'm still in need of a satisfying answer to this question, it was actually the most important one: Quote:
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Last edited by splatters; 2011-01-20 at 19:06..
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2011-01-20, 19:44 | #47 | |
Retired PR Developer
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Re: [Map] Rajantie (2km) [WIP]
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2011-05-15, 11:36 | #49 |
Join Date: Jan 2010
Posts: 525
Finland
Location: Helsinki
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Re: [Map] Rajantie (2km) [WIP]
Slowed down a little but yes. I'm not working on the map currently per se but on the finnish statics (including texture palettes etc). I decided to do a decent amount of those before starting to place any statics in the map.
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2011-05-15, 11:50 | #50 |
Retired PR Developer
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Re: [Map] Rajantie (2km) [WIP]
im workin on a european based map atm, would be nice to have a look at your statics
if you like you could pass over some screens per pm cheers @ndy |
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