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Posted: Tue Mar 07, 2006 10:03 am
by Num3
Of course it's purebasic!
The code is pretty simple...
I'm detecting the terrain height and when it goes below a certain level triggers a blue thick fog ...
The water bubbles are just 2d sprites on the screen
I'll post the code tonight, when i get back home!
Posted: Tue Mar 07, 2006 9:27 pm
by Nik
It'S definitly cool but I think the blue of the water can be improved to let it look even more realistic
Posted: Tue Mar 07, 2006 10:44 pm
by Num3
Here it is!
Get it while it's hot
File:363kb->
Water.zip
I'm now working on a water map system that will eliminate the fringe between the water and the terrain.
--- PROBLEM SOLVED ----
Set the screen to 32bits and the hard edges are gone!
Posted: Wed Mar 08, 2006 12:17 am
by Roger
Thank you very much for the code. I'm sorry to say I managed quite a bit of it by myself already, but the upgoing bubbles were nice.
If I manage to get my app to allow me to take screenies I'll post some pictures of it

Posted: Wed Mar 08, 2006 9:56 am
by Num3
Screenshots are easy
When the app quits, just add this
Code: Select all
Grabsprite(1,screenx,screeny)
Savesprite(1,"c:\screenshot.bmp")
End
Or just define a screenshot key like F12 !
Posted: Wed Mar 08, 2006 2:54 pm
by Roger
Well, here are my screenshots as promised

Don't worry about the ugly cursor, that's a bit blurred because i convert the screenshot from bmp to jpg, it looks good in-game
and, underwater, only without your bubbles:

Posted: Wed Mar 08, 2006 3:31 pm
by Num3
Wow!!!!
Niceeeee ....
Your water looks better in the intersections!
Btw, which program do you use to create the terrain ?
Posted: Wed Mar 08, 2006 3:41 pm
by Fred
Yep, looks great !
Posted: Wed Mar 08, 2006 4:01 pm
by Nik
Hmm somwhow I think we should have something like thsi and/or the physics example form Fred in the Standard examples and on the website
Posted: Wed Mar 08, 2006 4:12 pm
by blueznl
wwooooooowwwwww roger very nice! when can we expect the first world of rogercraft by your hand?

Posted: Wed Mar 08, 2006 4:18 pm
by DarkDragon
Well in the second picture I would do the fog a bit darker, so no light-blue in it.
Posted: Wed Mar 08, 2006 4:42 pm
by Num3
buááááá
No one appreciates my work....
LOL
I have a better idea for the water

wait and see ungrateful ones...
Posted: Wed Mar 08, 2006 4:42 pm
by Roger
Num3 wrote:Wow!!!!
Niceeeee ....
Your water looks better in the intersections!
Btw, which program do you use to create the terrain ?
I used L3DT for this terrain, after I found a link to it somewhere on these forums

As for the intersections, I just used your suggestion about the 32-depth screen, and that solved it. No fancy other thingies, just that
Edit: Your example was of invaluable worth, num3

Posted: Wed Mar 08, 2006 4:51 pm
by Num3
@Fred : Can you please check the 16bit screen feature/bug in ogre ???
Posted: Wed Mar 08, 2006 6:23 pm
by blueznl
num3, we love you too, come here
<insert appropriate hugs and kisses and pat on the head>
now, you're a good boy as you included the source
something that cannot be said of roger, grrrrr