massimilianogoi on 24/9/2009 at 21:27
Quote Posted by Judith
...You can always make the volume a bit higher or lower than the actual water plane mesh to adjust it.
Already tried this one too, in that days of experiments: when you are in first person, this time, you will see the fog out of the water :laff:
No chances, friends, we have to do it by emitters.
ascottk on 24/9/2009 at 21:57
Do it with a static mesh sheet with a semi-transparent texture over the volume :rolleyes:
massimilianogoi on 24/9/2009 at 22:36
LOL ascottk: you should have to see the experiments I have done. I have tried everything, this one too.
Sheets: one face over and one face under, at the same high, at the Garrett's eye level when he exits from the volume, result: OK! Then in first person: like above, the cameras, when you see him from the bottom, go under the water and you see the Garrett's legs as you see them in the normal air, and the water sheet. :laff:
OK, at this point, I notice that no-one is expert with the emitters. Strange, because I remember about some awesome work done by Judith and Abru. Hmmm... maybe Abru knows something about, but he's rarely on the forum... I could pm him...
ascottk on 24/9/2009 at 22:52
Quote Posted by massimilianogoi
OK, at this point, I notice that no-one is expert with the emitters. Strange, because I remember about some awesome work done by Judith and Abru. Hmmm... maybe Abru knows something about, but he's rarely on the forum... I could pm him...
You're assuming way too much and I have no clue why I'm trying to help you since you think nobody here is an expert :p [facetious]I'm so glad you're requesting help![/facetious]
Maybe you should ask these idiots:
(
http://forums.beyondunreal.com/showthread.php?t=185296)
Since:
Quote Posted by massimilianogoi
Ok, I'll reveal then: it's Thief 3. And it runs under the unreal 2003 engine. That's why I asked here, because in the ttlg forum there aren't people skilled like here with this kind of issues.
Oh yeah, you get replies like:
"Sorry for the dumb question, but is this for UT3 / 2004?"
"Actually it looks like engine 1. Unreal 1" or
I actually think we spend more time trying to help you than you try to help us. Besides, the "unreal 2003" engine T3 runs on is actually Flesh (renderer) with havok physics with a hacked unreal interface.
massimilianogoi on 24/9/2009 at 23:11
OK ascottk, you convinced me! I will solve it by myself! lol
(I have not asked for help, this time in specific, but I have asked if someone knows how to do a 3D emitters).
New Horizon on 24/9/2009 at 23:14
Quote:
Originally Posted by massimilianogoi
Ok, I'll reveal then: it's Thief 3. And it runs under the unreal 2003 engine. That's why I asked here, because in the ttlg forum there aren't people skilled like here with this kind of issues.
Ouch! As ascottk said, it's not the unreal 2003 engine...it's Flesh. There was very little left of the original unreal engine.
It's the internet buddy, you might want to be careful.
Judith on 25/9/2009 at 06:36
Ok, so you say there's a problem with fog staying on when you're out of the water, yes? Then the question is, how did you enable it in the water in the first place? Maybe you used wrong values in your scripts?
When I was experimenting with water, I didn't turn fog on and off, I turned it on in world properties (F6) and then I changed its start and end values using the script. So the fog was on all the time actually, but it wasn't visible. When the player was getting out of the water the values were set to something like start=9000 end=9001, so it wasn't seen at all.
As it goes for the emitters, yes, no one is an expert here, I just used the property list you can find on UDN and tried to experiment a bit. To make a blizzard I attached the emitter to PlayerGarret, but before that I was experimenting for hours, before I finally got the right effect. It's awfully time-consuming, and in case of water - unnecessary.
Ziemanskye on 25/9/2009 at 17:51
As for getting a static-mesh emitter...
I keep meaning to try and work it out, because I remember just playing around and doing awesome things with them in UT2k3, but (like so many other things) my experiments with TDS didn't work
massimilianogoi on 25/9/2009 at 20:40
Quote Posted by Ziemanskye
As for getting a static-mesh emitter...
I keep meaning to try and work it out, because I remember just playing around and doing awesome things with them in UT2k3, but (like so many other things) my experiments with TDS didn't work
What is a static mesh emitter? It isn't a particle emitter?
Ziemanskye on 26/9/2009 at 15:34
I mean a particle emitter that gives out static-meshes (so 3d) rather than just 2d particles, which is what I read your comments as being what you were attempting.