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DarkBASIC Professional Discussion / Evolved water terrain problem

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Justice
22
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Joined: 22nd Jun 2004
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Posted: 29th Jan 2015 14:45 Edited at: 29th Jan 2015 16:38
Hi,

I have recently used L3dt to create a project and I have saved the following files to a folder.

heightfield, water, attribute, normals, terrain, shadow, light & texture maps.

I then loaded the evolved refractive water shader program on terrain.

Then I replaced the texture.jpg & heightfield.bmp maps with my own.
Then I replaced the watermap.bmp with my own.

I ran the program and look fine, bit I could not see any water.

When I moved around the terrain I suddenly found myself in the water, but I could not see it

I did put back the original watermap (called watermask.bmp and some water did appear (in the wrong place, bit I know that because its not the water map from my project) but up in the air.

All I would like to do is create a terrain using the L3dt (with water or coastline) and load it up in the evolved terrain.
I don't think I a have much wrong with the program but im missing something ?

Any help would be very much appreciated.

Perhaps Scorpyo will see this post, he has helped me a great deal lately
Justice
22
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Joined: 22nd Jun 2004
Location:
Posted: 29th Jan 2015 16:21 Edited at: 29th Jan 2015 17:16
After creating a few maps, one map did show blue texture (which looked a little bit like water, but not like it should be)

As I got closer it was a light blue water texture on the ground as I went further through it I did actually go under water.

The water did not look like it should, no reflective/refractive shading.
Justice
22
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Joined: 22nd Jun 2004
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Posted: 29th Jan 2015 16:23 Edited at: 29th Jan 2015 17:09
It should look like this.

attachment picture.

I think the problem might be something to do with the heightfield.bmp map as if I replace mine with the one from evolved I do get some reflective water.
Justice
22
Years of Service
User Offline
Joined: 22nd Jun 2004
Location:
Posted: 30th Jan 2015 20:12
Problem solved.

My watermap texture needed to be 256 x 256 and in 32 bit mode.

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