Problem with Water Fog

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User
630 Posts
Posted Sep 29, 2013
Hey guys,

Im making a custom Water material, works fine but i the line between Water and the grass (in this case) just looks bad. I tried several Fog and waterblendfactor variables, but it just looks bad:

img

I saw that picture of Damagepys (not actual) map:
img

How do i get a smoothly fade between land and water? or should i use another variable for that?

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Skotty
671 Posts
Posted Sep 29, 2013
Replied 3 hours later
Of course you need to set your graphics settings to maximum.
Second is: He used displacements there. Probably they'll provide a more smooth look since they have irregular shapes and so you can't see a clear and perfect line.
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josepezdj
2,386 Posts
Posted Sep 30, 2013
Replied 8 hours later
TheTobbell, first of all, post your water material so we can check what kind of water are you creating... From both pictures, I think that your water is more a reflecting water material while Damagepy's is a refracting one. This effect can be achieved by this parameter:

"$refracttexture" "_rt_WaterRefraction"

You can still keep this parameter as well:

"$reflecttexture" "_rt_WaterReflection"

And you can modulate and play with refraction with these other parameters:

"$refractamount" "0.75" (the refraction amount)
"$refracttint" "[.6 .58 .55]" (the colour that the refraction will have)

(Change the values to your liking...)

I bet your approach is to use the parameter $pseudotranslucent 1 altogether with the $waterblendfactor. I think that if you use refracting water material instead, you won't need those :wink:

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User
630 Posts
Posted Sep 30, 2013
Replied 4 hours later

Skotty wrote:
Of course you need to set your graphics settings to maximum.
Second is: He used displacements there. Probably they'll provide a more smooth look since they have irregular shapes and so you can't see a clear and perfect line.

My settings are at maximum :s
But that with the displacements sounds good ^^

josepezdj wrote:
Info

Hm, okay i will try that with refracting ^^

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User
630 Posts
Posted Oct 01, 2013
Replied 1 day later
oohhkkaayyy, i used refract instead of reflect, now i have this water: >.<
img

Heres the code now of this "bloody" water:
Code
img

And my console is "Now" spaming: "No such variable "$fogenable" for material "tt/tt_water"
T"

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josepezdj
2,386 Posts
Posted Oct 02, 2013
Replied 12 hours later
Hmmm... have you got any warning message when compiling?

Also, can you post your beneath/bottom material as well? and you could post an actual code instead of an image >.< Are you afraid that anyone can steal it? if so, send me a pm, if you feel you can trust me :biggrin:

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User
630 Posts
Posted Oct 02, 2013
Replied 4 hours later

josepezdj wrote:
Hmmm... have you got any warning message when compiling?

No :s

josepezdj wrote:
Also, can you post your beneath/bottom material as well?

I have the standard toxicslime_002_beneath, i work with that when i finished the abovewater, ^^

josepezdj wrote:
send me a pm, if you feel you can trust me :biggrin:

I did now ^^

EDIT: Now finally got it work together with jose, if someone has the same problem, ask Josepezdj or me, ^^

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josepezdj
2,386 Posts
Posted Oct 02, 2013
Replied 6 hours later
OK, I checked the code TheTobbell sent to me, and I thought it was important to mention where the issue, that bloody scary texture, was, in order to let the rest ppl know: numbers for defining colours like for these parameters:

- $fogcolor
- $reflecttint
- $refracttint

should ALWAYS be into quotes. Those parameters themselves are not needed between quotes though, but the numbers should have them. If not, the engine take them as other values for different parameters, and maybe that bloody texture is the result of leaving the "$refracttint" parameter without a defined value... So:

$fogcolor "{ 58 35 20 }" IS CORRECT
"$fogcolor" "{ 58 35 20 }" IS CORRECT
$fogcolor { 58 35 20 } IS NOT CORRECT