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Water not affected by fog
Acies Offline
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Posts: 1,643
Threads: 60
Joined: Feb 2011
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#18
RE: Water not affected by fog

Basically the water effect is broken down into some pieces. It consists of a modified water layer, some fog, an image overlay (through insanity effects), some blur and a particle effect created at the position of the player (the bubbles). The rise out of water consists of an animated texture (billboard) bound to the player hands, which is then activated by lighting a pointlight and an overlay (insanity effects).

Since I can't rewrite shaders --> Make fog affect translucent materials (ergo water!) I had to do something else in order to better blend the translucent material and the background. This is where insanity effects come into play, as that is basically an image overlayed on top of the player screen (regardless of what the player is looking at!), so it can blend into translucent materials much alike fog!

Okay, time for comparison shots!
Click the images for a larger version
Spoiler below!

[Image: mraRlwQ.jpg]

This is how the game looks when you are slapping on the standard fog without an image overlay.

[Image: Wa1SE2Z.jpg]

This is how the game looks with a very dark (almost black) fog (no image overlay).


The following images have an image overlay

[Image: b7uzDmq.jpg]

This version has the brightest image overlay. It also has no fog at all. You can compare it to the look of the first image in order to see the difference in blending.


[Image: 42Xfx31.jpg]

This version has the brightest image overlay. Since we established earlier that having a very dark fog won't really interfere with blending we can include a very dark fog as well and it won't mess up our results badly.


These last images are two darker versions of the image overlay combined with a very dark fog:
Mid value overlay:
http://i.imgur.com/86LyXRh.jpg

Dark overlay:
http://i.imgur.com/Mt2KpAi.jpg


In summary:
By having a dark fog (pure black to very slightly colored) you can modify the 'vision distance' (changing the 'start' value of the fog. 'Vision distance' is also affected by the brightness of the image overlay). Combining that with the image overlay you can 'color' your underwater section to a tint you like. Using this method should provide better results than purely using a fog.

Other notes:
The 'coming out of water effect' is achieved by having a faint overlay image of some droplets fade away combined with an animated texture of drops (with refraction) going down across the screen. The animated drops need to be bound to the handmodel of the player, otherwise they wouldn't follow you as you move away after standing up.

In conclusion this means that
A. You need a full conversion mod to have the animated water drops when standing up
B. You need a full conversion mod to use the (insanity) image overlay effect
C. It is preferrable to have the AMFP patch to better control the insanity effects through scripting - but it can be done with the original patch; just some more lines of scripting
D. You need to include the custom assets I've made for this effect (credit to Traggey for the drops diffuse texture!)


Edit: I'll make this available for everyone in the developement resources section :]

[Image: mZiYnxe.png]


(This post was last modified: 09-30-2014, 01:49 PM by Acies.)
09-30-2014, 01:47 PM
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Messages In This Thread
Water not affected by fog - by FlawlessHappiness - 09-27-2014, 10:21 PM
RE: Water not affected by fog - by Viper85626 - 09-28-2014, 06:20 AM
RE: Water not affected by fog - by Neelke - 09-28-2014, 01:10 PM
RE: Water not affected by fog - by Acies - 09-28-2014, 04:26 PM
RE: Water not affected by fog - by Acies - 09-28-2014, 06:12 PM
RE: Water not affected by fog - by Acies - 09-29-2014, 12:47 PM
RE: Water not affected by fog - by Acies - 09-29-2014, 04:09 PM
RE: Water not affected by fog - by Romulator - 09-29-2014, 11:46 PM
RE: Water not affected by fog - by Acies - 09-30-2014, 12:39 AM
RE: Water not affected by fog - by Daemian - 09-30-2014, 04:30 AM
RE: Water not affected by fog - by Acies - 09-30-2014, 01:47 PM



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