Quote:
Originally Posted by urfisch
sure! with an image with smaller pixels on the water, we will get real good looking reflection dots. i tried your method yesterday and i am also returning to deal with it today.
but as to the limitations of the texture size and the reflection effect itself (looks like a mirror), i prefer to test a bumpmap on the water. but this is not possible until someone of the codergurus help us to access the foam-definitions of the water mesh.
if we are able to change the value of the water hight where a foam is created to 0, the water will always show foam. and there are also definitions, which foam is used. so we might could also define a certain, bumpmapped texture.
this would be a very good result, i am very convinced of! and using the texture animation from anvart, we could have glittering reflection effects, like of real water!
so, where are you?...coder gurus! please help!

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Hi mate,
After some more test tonight i am close to stop experimenting with it because if no one want to give us a hand with some heavy duty hex work i think we will go no where.
Also i am pretty satisfy with the look i already have.
For your bumpmap i think it is a controller that work only for interior i don't botter with it because bumpmap where not implemented for outside and don't confused the water bump system it has nothing to do with that controller.
I think the only good solution is to have the reflex_atlantic.tga texture in a bigger resolution and i did some search with hex editor and i found nothing.
Or if someone is capable of implementing shader model 2 in Sh3 and this someone is surely not me.
Interesting fact that i noted on testing: You can have 2 different envsim controller in scene.dat i also try to link a shipwake controller to the cloud nod and it show on water but there is no value to make it cover the entire patch of ocean mesh and maybe it would be too much on the fps.
Best regards Hans