im working on a map set under the ocean, and i remember playing aquaris deep sea that Mav made, that he had a special lighting that looked like it had refracted thru water.
can someone tell me how to do that please.
Underwater lighting affect [Solved]
Moderator: Moderators
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
-
MrCrayon
- Jedi Knight

- Posts: 554
- Joined: Sat Apr 17, 2010 8:15 pm
- Projects :: Coruscant map Want to help PM me
- Location: Buried in homework, but getting better
Re: underwater lighting affect
hmmm...perhaps making smoke with particle editor that isn't black but a smudge would work...
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: underwater lighting affect
no, it wasnt particlues, it was a special light i think, i hope Mav sees this topic because he may be the only one who knows how to do this
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: underwater lighting affect
I'm not entirely sure what you're asking for but try the WorldShadowMap effect, you can find an example in the Endor world assets.
I'll just post the relevant part of end1.fx
You could also set up a light in ZE that projects a texture onto the surface, there are examples of this in the Mustafar world assets, open the world in ZE to see how Pandemic set it up and have a look at the BF2_lighting.doc for more information on this.
I'll just post the relevant part of end1.fx
Code: Select all
Effect("WorldShadowMap")
{
Enable(1);
Texture("end_canopy");
LightName("sun");
TextureScale(70.0);
AnimationFrequency(0.1);
AnimationAmplitude0(2.0, 0.0);
AnimationAmplitude1(0.05,-0.1);
}
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: underwater lighting affect
If he's looking to duplicate the effect I used, then the world shadow is what I used. I've played around with a texture overlay to the lighting (what you mention second) and it's redundant when it is not also inferior to the world shadow.AceMastermind wrote:I'm not entirely sure what you're asking for but try the WorldShadowMap effect, you can find an example in the Endor world assets.
I'll just post the relevant part of end1.fxYou could also set up a light in ZE that projects a texture onto the surface, there are examples of this in the Mustafar world assets, open the world in ZE to see how Pandemic set it up and have a look at the BF2_lighting.doc for more information on this.Code: Select all
Effect("WorldShadowMap") { Enable(1); Texture("end_canopy"); LightName("sun"); TextureScale(70.0); AnimationFrequency(0.1); AnimationAmplitude0(2.0, 0.0); AnimationAmplitude1(0.05,-0.1); }
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: underwater lighting affect
Thanks guys, this was a great help, now to find out wether my
skill
level is high enough to pull this off... 
