@Germanunkol; Thank you for your suggestion that in the project post. i am going to use them in the next version. i am publishing the editor beacuse, i am so tired
@Blink: i can't adapt the water to a6. Because of a6 support just 8 bmap for shaders.
Sorry.
in addition to this,i am working on the many projects.(sample pantharay) if you take an important error when you use editor, please don't kill me. Just tell me. i am going to fix it. You can see the new versions in the future. now good bye.
The controls are not responsive enough at some places, it gets hard to find a precise amount. And the resolution of the window is a bit to small, some parts don't show full in the window.
But other than that it's just great.
One question: Is it possible to change the variables through the editor once it's exported? When I import the .wmb again I get two water entities on top of each other.
Hello Hitsch, When you import the .wmb, the water is automatically created. If you want to import the .wmb again,firstly you should remove the water model by using the "Wed Editor", and have to rebuild.
However, when you open the water editor, all settings is zero. if you want re-editing your water, you should use "save settings" button before export the water.(sample:x_water.ini) And when import the .wmb again, you should use the "load settings" button (load:x_water.ini)and you can continue tuning.
Sorry for my bad english. I hope you understand me.
I see. That's what I ended up doing. Thx for your help.
Your English is very good! It's not my first language either, so I can understand how difficult it is to not be able to wright what you want and the way you want.
Thanks. i will add a "create water" button to the next version.(probably 1.0.2) so that water entity will be not created automatically.Thus, you will not need to delete it for re-editing.
working great! I like the new button for adding the water entity. The sky map is a good thing, too, but cube maps as an option would be great.
Then I've got one problem so far:
The object, in this case being a boat, gets a refracture effect even if it's totally above the water line. Looks nice when under the water, but not so much if it's only slightly beneath it. Or is one of my settings causing this?
Hello Hitsch, I think, you use "Standart Method"(Method1 or 2). You can use "Better Refraction Method"(Method3) for better refracting. Cause of the problem; "refraction bump value". It's too much. Drop it. Look;
I don't know if I'm using it wrong, but when I lower that value, the refraction moves closer to the object and eventually is almost covered by it. But it doesn't go away. It's well visible when moving fast, because it stays behind a bit. And it also shows when the object is much above the water.
I'll try some more tomorrow and on a different machine if possible.
the X,y,z position not work wheel for me if I move the position not change inmediatly I need to move to the extreme for star to move and move to the center to stop the move
and a suggestion if possible to hide the options for use the shore line sphere without lock less
oklara tiklayarak suyu tutarak hareket ettirirken mouse_force ile degilde mouse 3d pozisyonuna göre yaparsan, su mouseu takip eder öyle cekmek zorunda kalmazsin. --------------------------------------------------- getting better and better keep it up !
@Quadraxas;Thanks for hints. //fraps frame rate'i dusurdugu icin sorunlu gibi gorunuyor ama normalde gayet kolay hareket ediyor su. Yine de belki bakarim mousepos3d ye...
And cpu wave animation for find vertex position & reality; (no shader wave)
wow really a incredible tool I thinking to make a techdemo when you have ready this new version?
and think with the new "cpu wave animation" is posible also to the height calculate the direction of move of the water (for by sample move the object in a river)
I try to download your water editor tool but encountered an error: "Error 404: file not found ./mirror/WaterEditor1.0.4.rar was not found on this server."
Hope I could try your tool since I'm doing some water effects.
@Boyax;Use right click & w-a-s-d to move the cam. i don't think waterfall or river in the future. x,y,z vertex of the water, in the V:1.0.4. You should use xyz sliders to move the water, with V:1.0.3 @Cowabanga: When? Always?
@Felixsg: i am working on the new shoreline method for rts game;
(Like an Empire earth2)
This is really not needed. But maybe someone might want to use.
And i am working on the new method for better ocean;(Oh... this is really needed )
That new ocean test looks absolutely beautiful - I love the depth and transparency look.
I actually think the new shoreline shows real promise - is it basically a defined shape around islands, with shore automatically detected by a trace inwards? Seems like a really good solution, for water level being dynamic and shore automatically causing breaking waves at whatever required distance out.
is it basically a defined shape around islands, with shore automatically detected by a trace inwards?
Yes but it is still not great.
Quote:
news news news
i am sorry for the delay. I do not think we(3dgs comm) have enough quality water shader. So I would continue to work. We need noise effects for animated normalmap&heightmap. i integrated Projgrid 's noise effect, to 3dgs. I am currently working on this.
I downloaded your latest sample demo.. encountered an error during I click "mains.exe"??
I'm using directx 9.0.
Other problem.... I'm using the water editor application you develop...but when I try to publish it (to create an exe), I encounter this error during publish: Can't open file: 'wt_ed.fx'
I can't locate the file myself & it's been used in your application.. How I can resolve it?
Hello boyax, This is my fault. i think problem of d3dx9d.lib. (i will change to dxdx9.lib) Thanks for the feedback. And maybe you need latest directx update.
Originally Posted By: boyax
Other problem.... I'm using the water editor application you develop...but when I try to publish it (to create an exe), I encounter this error during publish: Can't open file: 'wt_ed.fx'
You could copy the "absuwaters.wrs" to your publish folder. ----------------------------------------------
Hello HeelX, I'm still not stable in this subject(new shoreline method). Now i am working for depthmap (for automatically shore and depth effect). I think this is much better. What do you think about this?
Cowabanga, i don't see any export problem on my computer and other 5 computer. if you have a export problem with version:1.0.3(right???), so the program can not find the file(s) (image or mdl or wrs whatever). Please check the files and check the paths or download it again. Thank you!
Merhaba Emre, I looked at your blog-site and I see that version 1.0.4 of the water editor is listed, but ist struck through ... does that mean that 1.0.4 is in development ?
Merhaba = Hello in Turkish. People generally use "sa" for "hi" online, it is shor for "selamun aleykum" and people generally reply with "as" which is short of "aleykum selam"... but not everyone likes this because sa-as culture is originated from Islam, and not everyone is Muslim. ----
hello, i have a problem, a frend of me wrote the code from lite-c in c. but now there came error, that i need the the file "wt_ed.fx" but i can't find it. do you know where does the file is??? or what i can do???
@Emre: do you know how Crysis is doing this? I just used the distance between the water surface and the terrain for my demo, but this gives some hard edges. I also thought about using a heightmap of the terrain to avoid that, but this would be less dynamic and would not work if I add some other models...
hello, i have a problem, a frend of me wrote the code from lite-c in c. but now there came error, that i need the the file "wt_ed.fx" but i can't find it. do you know where does the file is??? or what i can do???
in the "absuwaters.wrs"
@Hummel: in fact, i don't know how Crysis is doing this. I just use depth render, like aquatica engine or shade-c. i think this is similar to it.
well, I also use the difference between the depth values of water and environment, but as I mentioned-this creates hard borders in some cases for the shore line mask...
ive found your water generator and im really impressed. i have only a "bug" or i am to stupid to export the water. if i click export it comes the error message "Invalid Pointer or handle in". i load a map, set a water entity, click create water and the export --> error
what do i wrong?
greets theplayer
p.s. is it possible to see the loaded models because my terrain is a heightmap and i dont see it