Is there a way to do this? It appears 100% opaque in the toolset but in game it's transparent around the edges (shallower spots where the terrain slopes in). Is it possible to not have that happen other than having the terrain unrealistically drop straight down around the water mesh edges?
Current settings that I thought might be relevant:
(Properties)
Collision Wall Height: 2
Walkable Depth: 1
(Surface Color)
Enable Specular On Water: True
Specular Falloff: 1.00
Specular Multiplier: 1.00
Sunlight Specular Power: 50.0
Use Debug Reflection: False
Opacity Falloff: 0.01
Show Transparency As Color: False
Water Clarity: 0.01
Deep Color: 1.00,1.00,1.00
Shallow Color: 1.00,1.00,1.00
Waves Normal Map: water_bump_n.dds
Make a water mesh completely opaque?
Débuté par
Lord of Fangs
, sept. 08 2010 09:08
#1
Posté 08 septembre 2010 - 09:08
#2
Posté 08 septembre 2010 - 09:19
did you try dropping water clarity and opacity falloff to 0? also, you could try using the show transparency as colour as yes and using black or deep blue or whatever colour suits best (probably uses the shallow colour for this).
Can't say I've tested though.
Can't say I've tested though.
#3
Posté 08 septembre 2010 - 09:25
0.01 is the minimum for opacity falloff and water clarity. I'll try the transparency as color and see how that looks. Thanks for the suggestions
#4
Posté 09 septembre 2010 - 02:42
I've been really annoyed by water -- it never looks the same in game as it does in the editor, even after you tesselate the water plane. Basically lots of trial and error is required.
#5
Posté 09 septembre 2010 - 03:28
you could also try putting a black box under all of your water?
#7
Posté 14 septembre 2010 - 11:03
Well I managed a "fix" for my particular issue...I was trying to make a frozen pond with ice you can walk on by putting a floor under the water and the problem was that you could see the floor around the edges where the water mesh where it was transparent...swapped out the floor for invisible collision walls. Seems a little shaky as a fix but it works. Unfortunately this doesn't fix the issue addressed in the thread.





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