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Underwater lighting affect [Solved]
Posted: Tue Oct 19, 2010 5:28 pm
by THEWULFMAN
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.
Re: underwater lighting affect
Posted: Tue Oct 19, 2010 6:51 pm
by MrCrayon
hmmm...perhaps making smoke with particle editor that isn't black but a smudge would work...
Re: underwater lighting affect
Posted: Tue Oct 19, 2010 10:31 pm
by THEWULFMAN
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
Re: underwater lighting affect
Posted: Wed Oct 20, 2010 12:16 am
by AceMastermind
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
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);
}
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.
Re: underwater lighting affect
Posted: Wed Oct 20, 2010 2:31 am
by Maveritchell
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.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);
}
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.
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.
Re: underwater lighting affect
Posted: Wed Oct 20, 2010 9:21 am
by THEWULFMAN
Thanks guys, this was a great help, now to find out wether my

skill

level is high enough to pull this off...
