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#41 |
Retired PR Developer
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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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#42 | ||
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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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 ![]() 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. ![]() | ||
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Last edited by splatters; 2011-01-19 at 23:27..
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#43 | |
Retired PR Developer
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Posts: 4,280
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Location: Denver, Colorado
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#44 | |
Retired PR Developer
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but it might be useful to paint the red channel on some special areas | |
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#45 |
Retired PR Developer
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Posts: 4,280
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Location: Denver, Colorado
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#46 | ||
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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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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#47 | |
Retired PR Developer
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#49 |
Join Date: Jan 2010
Posts: 525
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Location: Helsinki
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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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#50 |
Retired PR Developer
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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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