Has anyone figured out how to do this? I would prefer to have dirty water over clear water.
Perhaps there is a water texture that could be replaced with a muddy texture.
Or a muddy rectangular placeable that could sit just below the water line.
Any thoughts or suggestions are most welcome.
Muddy Waters
Débuté par
Banshe
, août 29 2010 12:10
#1
Posté 29 août 2010 - 12:10
#2
Posté 29 août 2010 - 12:30
Just using the color/tint part of the Water painting won't do what you want here?
A placeable set just below water line may not render in game depending on the player's local in-game settings.
A placeable set just below water line may not render in game depending on the player's local in-game settings.
Modifié par _Knightmare_, 29 août 2010 - 12:31 .
#3
Posté 29 août 2010 - 12:36
Even if you change the color of the water, it still is see through (clear). As for the placeable, I think it would remain in place for all players. For instance, all players can see the furniture in an interior, no?
#4
Posté 29 août 2010 - 12:48
There are graphic setting for Reflection / Refraction. If refraction is disabled nothing below the surface of the water renders.
#5
Posté 29 août 2010 - 01:19
But the ground still renders and the water is still clear, right? I tried it out (set reflection/refraction to 0) and it would not show any placeables below the water line nor the parts of my characters body that was below that line. But the water was still clear. I was hoping it would look silt-filled and muddy.
#6
Posté 29 août 2010 - 01:24
Make a thick fog and put that below the water line.
There are several rock placeables, scale as needed and put those below the water line and enable UV scrolling on the placeable, causing the placeables texture to move. Then set the UV scroll to the speed you want, matching the water.
There are several rock placeables, scale as needed and put those below the water line and enable UV scrolling on the placeable, causing the placeables texture to move. Then set the UV scroll to the speed you want, matching the water.
#7
Posté 29 août 2010 - 01:33
Banshe wrote...
But the ground still renders and the water is still clear, right? I tried it out (set reflection/refraction to 0) and it would not show any placeables below the water line nor the parts of my characters body that was below that line. But the water was still clear. I was hoping it would look silt-filled and muddy.
Was that in the tool set or in game. If refractio/reflect is not working in the toolset try turning off the sky. That seems to do it.
I have had some success using darker warm brown to colour an earth texture under the water surface, conbined with a brown water colour, that gives a nice dirty effect.
PJ
#8
Posté 29 août 2010 - 01:40
It didn't work in the toolset nor in-game and I have the sky turned off.
I will try your second trick.
So does that mean that there isn't a way to make muddy water other than monkeying with toolset settings?
I will try your second trick.
So does that mean that there isn't a way to make muddy water other than monkeying with toolset settings?
#9
Posté 29 août 2010 - 01:44
Custom water textures might be what you need
#10
Posté 29 août 2010 - 05:45
I'm dealing with this as well. One of the things I have tried, to somewhat okay effect, is taking the dust VFX and placing them under the water, coloring the terrain under the water pretty much the color I am looking for (in this case a mud brown that requires Dirt_15, plus using the Color Tool at 70% pressure for an even darker brown setting -- couldn't possibly tell you exactly the settings for that) and then placing the dust VFX under the water between the ground and the water.
I haven't really gotten too far, but yeah, muddy water ain't easy. I haven't yet tried to use the Fog effects or Steam, but those are probably really good candidates as well for giving you that swirly, impossible to see more than an inch through muddy water look.
dunniteowl
(Swamps in Progress)
I haven't really gotten too far, but yeah, muddy water ain't easy. I haven't yet tried to use the Fog effects or Steam, but those are probably really good candidates as well for giving you that swirly, impossible to see more than an inch through muddy water look.
dunniteowl
(Swamps in Progress)
#11
Posté 29 août 2010 - 06:52
Dust vfx sounds pretty cool. But doesn't that put a big drain on the computer running it?
@ Hellfire: It sounds like I might. As far as I can imagine, it would be ok if all water is not "swimming pool" clear. The only place I can fathom needing clear water is if the campaign moves to the tropical islands. If it does, I can just pull that custom texture out of the hak for those sessions.
@ Hellfire: It sounds like I might. As far as I can imagine, it would be ok if all water is not "swimming pool" clear. The only place I can fathom needing clear water is if the campaign moves to the tropical islands. If it does, I can just pull that custom texture out of the hak for those sessions.
#12
Posté 29 août 2010 - 07:07
I'm not quite sure what the problem is, I just tint the water, use mud texture on the ground, and then darkly colour the ground underneath (dark cool brown, 100%). Check it out here:
http://nwvault.ign.c...s.Detail&id=502
The water's more or less opaque, so I see any real need for submerged placeables. Water reflection/refraction is also one of the first things people turn off to save framerate, without refraction turned on, placeables, EOs, and creatures underwater simply don't render.
If you want semi-opaque water, murky depths that you can barely peer into, trying fiddling around with the three different layers set up in the water tab. Adjust it so that the different layers are moving at different speeds, and that should break up any image coming up from the depths.
http://nwvault.ign.c...s.Detail&id=502
The water's more or less opaque, so I see any real need for submerged placeables. Water reflection/refraction is also one of the first things people turn off to save framerate, without refraction turned on, placeables, EOs, and creatures underwater simply don't render.
If you want semi-opaque water, murky depths that you can barely peer into, trying fiddling around with the three different layers set up in the water tab. Adjust it so that the different layers are moving at different speeds, and that should break up any image coming up from the depths.
#13
Posté 29 août 2010 - 07:27
#14
Posté 29 août 2010 - 07:49
kamalpoe wrote...
Muddy water
That's clever I can see all sorts of good things coming from that idea.
PJ
#15
Guest_Chaos Wielder_*
Posté 29 août 2010 - 07:51
Guest_Chaos Wielder_*
kamalpoe wrote...
Muddy water
Interesting....
It'd probably look better with a muddy texture, but I think that's a probably the way to go about it.
#16
Posté 29 août 2010 - 08:03
Well, it was a 5 minute proof.Chaos Wielder wrote...
Interesting....kamalpoe wrote...
Muddy water
It'd probably look better with a muddy texture, but I think that's a probably the way to go about it.
I used two different boulder3 placeables, set them to 6,6,0.1 size and lowered them right below the water. Also I colored them dark muddy colors. Then I painted brown water on top with the smoothness turned up to about 0.9 since muddy water doesn't have fine detailed ripples (too thick from the dirt). Turned on UV scrolling for the placeables, and set one axis to 0.1. A dirt texture on the ground underneath. I deleted the water in spots for comparison/display purposes.
Turn on UV scrolling last, it's bad for framerates if you do it too much.
#17
Posté 29 août 2010 - 08:07
Chaos Wielder wrote...
kamalpoe wrote...
Muddy water
Interesting....
It'd probably look better with a muddy texture, but I think that's a probably the way to go about it.
I vote for a nice new lava placeable to do this with
#18
Posté 29 août 2010 - 08:12
A reskin of the existing lava would work fine. I vote for Banshe, it's his request :-)
#19
Posté 29 août 2010 - 08:15
Cool. It looks like a volcanic mud flow. Very nice!
#20
Posté 29 août 2010 - 11:02
kamalpoe wins the HUGE Orca on hanging from the prizes rack with that one.
dno
dno
#21
Posté 30 août 2010 - 07:49
Just out of curiosity, I assume that if I put the water texture into paint.net and changed the opacity and maybe made it a bit granular, I would have my muddy water. Is that correct?
#22
Posté 30 août 2010 - 10:55
That should work
#23
Posté 30 août 2010 - 11:58
Cool! Thanks! I was worried that I would have to monkey around with other files etc.
#24
Posté 30 août 2010 - 12:54
You might want to pick the water texture least likely to be used (like whatever shows up as a default on Water3 for instance.
I definitely gotta try these new tricks out.
dno
I definitely gotta try these new tricks out.
dno
#25
Posté 30 août 2010 - 06:35
If I can find it. The "water" folder in NWN2 Materials is empty. I did find a few texture in the terrains folder that, when opened, appeared to be waves. But no actual water texture.





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