As you know Its not possible to have water at two separate heights.
beside a simple blue texture or paint what are your ideas for water replacement and how could it be done.
Ideas for water at separate heights [Solved]
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- Lorul1
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Ideas for water at separate heights [Solved]
Last edited by Lorul1 on Tue Sep 12, 2017 1:23 am, edited 1 time in total.
- AnthonyBF2
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Re: Ideas for water replacement
I've thought about this and the best idea I thought of would be to take the Mustafar lava assets and repaint it to look like water. It is already scrolling and has no collision so it is as close to water as you get. The only major issue I thought of would be that the soldiers would not display splashing visuals.Lorul1 wrote:As you know Its not possible to have water at two separate heights.
beside a simple blue texture or paint what are your ideas for water replacement and how could it be done.
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Re: Ideas for water replacement
You'd either need the "fake" body of water to be shallow enough to where you can't see underwater, or have it not be accessible at all to the player.
With that said, what you could possibly do is layer several transparent meshes on top of each other, each one with a scrolling, normal mapped texture (or something). This is actually somewhat how the game's actual water works, it's basically just a ton of scrolling textures and normal maps all layered on top of each other.
With that said, what you could possibly do is layer several transparent meshes on top of each other, each one with a scrolling, normal mapped texture (or something). This is actually somewhat how the game's actual water works, it's basically just a ton of scrolling textures and normal maps all layered on top of each other.
- Lorul1
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Re: Ideas for water replacement
Thanks for the Ideas guys (:
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Re: Ideas for water replacement
But scrolling and normal mapping are two different materials and can't be attached to one material/mesh/model. But I like the idea of having a few transparent layers all having different scroll mechanics. And maybe transparent enough where the background/seaground is an actual terrain texture, just very dark. Still it has to be not accessible. Also without actual "water" like in battlefront's water mode (underwater color) it would look very weird when you go inside.Marth8880 wrote:You'd either need the "fake" body of water to be shallow enough to where you can't see underwater, or have it not be accessible at all to the player.
With that said, what you could possibly do is layer several transparent meshes on top of each other, each one with a scrolling, normal mapped texture (or something). This is actually somewhat how the game's actual water works, it's basically just a ton of scrolling textures and normal maps all layered on top of each other.