Product Chat / A couple of videos of interest - Better Water effects and a simple boss script

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DVader
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Posted: 19th May 2016 19:16
Hi. Here's a couple of my latest videos. One for playing around with water shader and one for some simple scripts for making a boss you need to shoot, before you can exit a level. Hopefully will help some people who are interested in adding a little more than you get out the box to your games.



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Honkeyboy
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Posted: 19th May 2016 19:31
Really liking the water effects, would like the lava for a couple of my sci fi levels have bookmarked this for when im back editing it.

Cheers DVader
DVader
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Posted: 19th May 2016 19:37
Thanks Honkeyboy, glad to be of help. As you can see changing the basics of the water shader are fairly easy, even when most of it is double dutch


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Bored of the Rings
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Posted: 19th May 2016 21:03
I really like this am bookmarking also, as me new project will need more realistic water and not "iffy" looking water. good vids, thanks again.
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Disturbing 13
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Posted: 20th May 2016 00:05
This is brilliant and so completely necessary for a decent game!
Jerry Tremble
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Posted: 20th May 2016 01:36
Bookmarked as well for future reference. Thanks!
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lordjulian
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Posted: 20th May 2016 11:03
I wonder if it would be possible to have sliders implemented to adjust these values in the shader files.
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Belidos
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Posted: 20th May 2016 12:35 Edited at: 20th May 2016 12:58
Some great info there, love the lava.

But ... there's might be something wrong for you and your base terrain, especially the water plane, my default water looks nothing like that. My default water fits fine around the landscape, I've not noticed the glitch around the edges like that for me, maybe I just haven't noticed it, I don't know, i'll check when I get home.

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Jerry Tremble
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Posted: 20th May 2016 14:46 Edited at: 20th May 2016 15:02
I knew somebody had touched on this some time way back in Reloaded. I didn't find the thread I was looking for, but I found this:

https://forum.game-guru.com/thread/207299

Spudnick has some tweaked the shader for download (with media). Somebody had a thread with a color chart for the shader. That was what I was looking for but didn't have time this morning. Maybe later tonight.


I noticed that water edge issue seems to happen (at least on my machine) only on the southern side of a body of water. If I make a roundish lake and walk around, as I reach the hallway point the water effect reaches all the way to the shore and does so all the way around to the halfway point on the other side.
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Belidos
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Posted: 20th May 2016 17:53
Quote: "I noticed that water edge issue seems to happen (at least on my machine) only on the southern side of a body of water. If I make a roundish lake and walk around, as I reach the hallway point the water effect reaches all the way to the shore and does so all the way around to the halfway point on the other side. "


ahh, that might be why I've never noticed it.

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imothep85
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Posted: 20th May 2016 18:31 Edited at: 20th May 2016 18:33
what about water foam fx???

HD
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DVader
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Posted: 20th May 2016 19:40
It seems water is of interest, which is no surprise really Thanks to all for watching the vids and your comments. I do remember that thread (mentioned above by Jerry Tremble). I did have a look for it when I first started this, couldn't find anything in the main products threads and gave up. I didn't think to look in the media section! I rarely visit any but the main section.

I did actually dabble away to work this stuff out myself though, but I will be perusing that thread at some point, for any things I missed. The edge being the main bugbear for me as you may have guessed from the video. I can only see CLAMP as the info in the shader which doesn't help much

I was really amazed how much difference you could make to the water with only common sense guiding you!

@ imothep85. If only we had something like that in Game Guru. It looks pretty awesome if you can play in real-time like that. To answer your question, no idea. I imagine you can check the height of the waves and change the colour if you know HLSL well, but I don't. I just read the script, saw the tweak section and had a play I got green neon slime and all sorts while messing about. As I say in the vid the basics are easy, the rest is complicated, or looks it at least


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rolfy
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Posted: 20th May 2016 22:30 Edited at: 20th May 2016 22:44
It would be real nice to have that kind of foam effect in GG and built right into the editor like that.

I have looked at it a little.If a rotation layer with masking at edges could be put into the current water shader it would probably work (I am guessing). It's going way beyond my meager shader knowledge to figure out the terrain edge detection for masking. Shader coder required? All the same at a simpler level with a static edge texture, which is distorted by the normals already used in water , would work pretty well too.
I do have a rotating shader which I have tried but keep breaking the shader all together if I strip out all the unwanted lighting data I will give it another go and see if I can get it right I have tried searching for another simpler, rotate uv shader but not had a lot of success.
imothep85
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Posted: 21st May 2016 09:53
i hope to see some test from you with the foam fx
m2design
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Posted: 21st May 2016 21:17 Edited at: 21st May 2016 21:22
effectbank/reloaded/water_basic.fx is an interesting file to mess with...make sure you make a copy before fooling with the original.



Sorry, didn't realize my headset mike was on...
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imothep85
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Posted: 22nd May 2016 13:21 Edited at: 22nd May 2016 13:21
Belidos
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Posted: 6th Jul 2016 17:27 Edited at: 6th Jul 2016 17:28
Quote: "and later add:
http://www.shetinin.com/pictures/picture-Crystal-clear-water-of-south-shore-of-Issyk-Kul-Lake..jpg"


You mean like this?


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Bolt Action Gaming
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Posted: 7th Jul 2016 17:16 Edited at: 7th Jul 2016 17:17
I realize not everyone wants to spend the money but I personally own the waves from Rolfy and the do the job just fine:
https://www.tgcstore.net/pack/10368

They're a little difficult to position/etc but it's a great effect and functions just fine.
So my point is something is sort of out there already. That said I'm really liking where this thread is going so by all means continue. In particular the lava portion would have saved me a few hours of my life when designing my reactor core map for my Sci-Fi game. This sort of communal growth is one of the more powerful elements of Game-Guru
Belidos
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Posted: 10th Jul 2016 09:03
Quote: "I realize not everyone wants to spend the money but I personally own the waves from Rolfy and the do the job just fine:
https://www.tgcstore.net/pack/10368

They're a little difficult to position/etc but it's a great effect and functions just fine.
So my point is something is sort of out there already. That said I'm really liking where this thread is going so by all means continue. In particular the lava portion would have saved me a few hours of my life when designing my reactor core map for my Sci-Fi game. This sort of communal growth is one of the more powerful elements of Game-Guru "


That's exactly what I am using in the picture above, Rolfy's animated models are awesome.

They don't bit line up, they don't really tile well, and are as you say hard to position, but you can get a decent effect out of them.

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Bored of the Rings
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Posted: 2nd Aug 2016 07:59 Edited at: 3rd Aug 2016 07:47
ok probably not as good as the above, but here it is anyway-enhanced Fresnel water effect (which I found floating around -not my work):
If you want to try, just replace water_basic.fx with the attached one (make a backup ofthe original first)....

3 pics below show differences (1 on left is the original GG water effect, 2 on right is the enhanced water effect):

Difference between the original GG water_basic and the one attached is that there are no gaps at the edges (better shown in pic 3 on the right). Messing with ripple effects and other stuff at the moment.
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m2design
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Posted: 8th Aug 2016 00:54
@Bored of the Rings

I think your water_basic.fx routine is very useful as is but I can't figure out how to retain the water transparency. Any chance you might advise us on how we might make the water transparent or semi-transparent and also still have ripples at the shoreline.
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MChapman
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Posted: 8th Aug 2016 03:40
m2design thats some good music you have there!
Markchapman10 is my Skype let's have some dev talk.
DVader
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Posted: 8th Aug 2016 18:01
I'll be trying this shader out when I can, seems like it has fixed the water edge issue, although as M2 says the transparency lines are no longer there. Adding them back in does nothing that I can see. For me, I actually don't want it to be transparent anyway, so not an issue, I've always thought the water way too transparent in GG anyway in general, especially the edges.


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m2design
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Posted: 8th Aug 2016 20:44 Edited at: 8th Aug 2016 20:54
What I would like to see is attachment 2 with the transparent water and ripple reflections with ripples that reach the shoreline like in attachment 1 (more like a river) but I can't figure out the transparency problem in attachment 1

Attachment 1 uses the water_basic.fx file that extends the water effects to the shoreline. (with out transparency)
Attachment 2 uses the original water_basic.fx file with my revisions to the tweaks section.
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