I cant get the results wanted.

scratchyrice

30-01-2009 16:32:58

Basicly, Im trying to get the sort of water seen on the famous "Sea dogs" games, Specificly on 3 (Age of pirates Carribean tales). When i set the strength to 30 or below, The water looks fabulous. As soon as i start to up the strength, Everything sort of "wobbles" as the waves bob up and down, And if i look out, and move forward, Due to the LOD (I presume), all the far out waves "wobble" too, and its unsightly. Also the waves are not the sort i want, Im looking for big, out at sea type waves. Not river type waves.

Another problem im having, is with particle emitters. When i create a rain type particle emitter, It works fine, until one of the rain particles, contact the hydrax ocean, From a z-buffer disabled perspective.

I hope someone can help with these problems, I will continue with the development of my game, But i would like answers to these problems. Also Xavyy, Do you have a roadmap planned out?

Cheers

Scratchy.

Xavyiy

30-01-2009 17:44:30

Hi scratchyrice!

About your first problem: when you increase the water strength, you need to decrease the Choppy waves displacement factor(I assume you're using ProjectedGridVertex or SimpleGridVertex and choppy waves displacement enable), I think this is the issueyou're experimenting.
-----

Maybe you're looking for these kind of ocean waves: http://modclub.rigsofrods.com/xavi/FFTN ... amples.wmv , this is a video recorded using the new FFT module(it will be released with Hydrax 0.5).

About particles issue, I need more info(and screenshots if possible).

Xavi

EDIT: Roadmap here:
http://www.ogre3d.org/wiki/index.php/Hydrax

scratchyrice

30-01-2009 20:03:53

OMG, OMG, That is EXACTLY what ive been looking for! THANK YOU XD! (Adds to special thanks credits)

Can i ask what does FFT stand for?

About particles issue, I need more info(and screenshots if possible).
Ok, Will do. Im off to bed now, But i will definatly provide more info in the morning!

And thanks for the roadmap. Looks Awesome!

Cheers

Scratchy

hatboyzero

31-01-2009 03:07:11

FFT == Fast Fourier Transform

http://en.wikipedia.org/wiki/Fast_Fourier_transform

scratchyrice

01-02-2009 17:53:37

Ah i see. Cheers.

Ok Xavyiy, I have a screenshot of the particle problem. Im not sure if its very clear.



As you can see, Some of the particles which are visualy over the water, Are blue. Now i did make some progression into the cause of this, It seems to only happen, if i change the luminance of the water. I need to do this when the sun goes down, Or the cloud density increaces. This is what the function consists of to do this:
//Set the current colour
_colour.inject(_hydrax->getWaterColor());

//Convert to hsl
_colour.convert(general::COLOURCONVERT_RGBTOHSL);

//Set the luminance
_colour.luminance = lue;

//Convert back to rgb
_colour.convert(general::COLOURCONVERT_HSLTORGB);

//Set new colour
_hydrax->setWaterColor(_colour.toOgreVector());


Basicly, I convert it to HSL, Change the luminance/brightness, Convert the colour back to rgb, And set the water colour, with the new brightness. If i do this, I get the particle problem. If i do not change the luminance, Then it works fine. So it would appear to be a problem with changing the water colour.

I would appreciate any help on the matter.

Cheers.

Scratchy

scratchyrice

01-02-2009 18:18:02

Oh btw, When exactly will the fft coming out?

Cheers

Scratchy

xadh00m

01-02-2009 20:03:29

Oh btw, When exactly will the fft coming out?
The roadmap says at the end of January 2009. So it should be announced in a few days...

xad

Xavyiy

02-02-2009 10:03:22

About the particles issue, I think it could be something related with the particles material, like the blend mode. Hydrax doesn't do anything to over-water objets.

About the release date, I'm finishing the deph hydrax texture maps based on custom textures(to render transluscent objects in the water, like vegetation) and after finish it and test the new options, it'll be released :) (10 days?)

scratchyrice

04-02-2009 16:51:40

10 days sounds great!

I now have noticed another two problems.
Firstly, All my objects, when the camera is angled correctly, appear to have two reflections in the water. Here is a screenshot demonstrating this:

Its a little hard to see, But there appears to be a reflection in the sea below the object (Which is normal), But also one behind it, asif it was a shadow caster, and the player had a flashlight, But a reflection instead.

Secondly, If one of my objects comes in contact with hydrax water, The bottom rim of the object sort of flashes, With diffrent square chunks flashing on and off. Here are two screenshots, The second one taken a few milliseconds after the first.



I apologize in advance if im annoying you with questions, but i would really like to get this to work fully.

Cheers

Scratchy.

Edit: Bear with me, Im uploading a video demonstrating the second problem.

scratchyrice

04-02-2009 17:26:12

Ok, Heres the video demonstrating the second problem
http://www.youtube.com/watch?v=GfRMpcN8zfY

Cheers

Scratchy

Xavyiy

04-02-2009 19:15:30

Apply this patch: http://modclub.rigsofrods.com/xavi/RttManager.cpp and set a little PlanesError value in your .hdx water settings file.
This must solve the "double" reflection error.

About the second error: it's odd :O, Maybe something related with your shadows?, check disabling shadows if they're actived. I've done some changes in next 0.5 version to provide full texture shadows supports in the scene and works fine with hydrax.

Xavi

scratchyrice

05-02-2009 19:27:25

Ah thanks a lot! The patch did indeed fix the double reflection error.

I will probably just wait for 0.5, and see if that fixes the second problem, As i do not have any shadows enabled, and so i have no idea what to do next. I will just continue development on the rest of my engine, Until 0.5 comes out.

Cheers

Scratchy

scratchyrice

25-03-2009 08:20:10

Who is this okokart6? Ive got 3 mailbacks, All from threads on hydrax.