Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Cool Bioshock underwater effect

Author
Message
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 6th Jan 2011 04:27
Using adaptive bloom and my lil secret
Still working on it though.
adaptive bloom by bond1

AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 6th Jan 2011 04:28
pic of water affect

marine
15
Years of Service
User Offline
Joined: 5th Jan 2011
Location:
Posted: 6th Jan 2011 05:39
No offense but I cant hardly see anything in ethier pic. The only pic that I see that looks like water was the first one. An it looked liked a neon blue water. I think it needs a better texture if that was your water. Might I suggest

http://www.cgtextures.com/login.php?&texid=14169&destination=texview.php?id=14169&PHPSESSID=274629630a2591fbeaa02607add381ec

Thats a water texture I'd recomend. Ive used it in other things before and had good results with it. Just needs some minor tweaking. Hope that helps.
The Zoq2
16
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 6th Jan 2011 11:08
The seconnd one is reflections of the water on the wall, right??

Srry about my english im from sweeden
rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 6th Jan 2011 14:27 Edited at: 6th Jan 2011 14:30
Quote: "my lil secret"


If its caustics its already been done

http://forum.thegamecreators.com/?m=forum_view&t=178344&b=24

And if its static I'd be interested in how you created the shader.
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 6th Jan 2011 20:23
lol folfy urs is better mine is a transparent wall in front of the light

rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 6th Jan 2011 23:36
I take it your using bond's animated shader, if so its dynamic
AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 7th Jan 2011 00:22
no im using a wall(static) that has a transparent texture on it of wavy stuff. (not visible to player(the wall))

DarkAngelOblivion TM
16
Years of Service
User Offline
Joined: 7th Oct 2009
Location: Down under mate
Posted: 10th Jan 2011 16:39
i think know what your trying to do. Like the light reflects off the surface of the water and makes the reflective effect. But note that i said it reflects off the surface, it wont reflect off the side of the water that is completely still. And it looks as if your using shadows, you need to be using coloured shadows. Black Ops does that effect very well in a few of the levels.

Tomorrow never comes until it is too late...
Red Eye
17
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 10th Jan 2011 17:37
Besides that is too much effort for the result you are getting, it probably "looks good at a certain angle".

I would take it is better and more effecient to make a wave simulation fx shader (texture change with timer), and add some variables to change it's color according to the color of the water. This case it is blue, so you have white blueish grey wave on the walls.

Anyway, good job, getting fpsc to another level is something not much people do, you certainly show a good step on how to do just that . So keep it up!

AJ Schaeffer
16
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 11th Jan 2011 00:52
thank you guys very much. I will greatly work on this some more.

Login to post a reply

Server time is: 2026-07-01 09:29:47
Your offset time is: 2026-07-01 09:29:47