Remove shadows underwater - Page 2

Remove shadows underwater

Requests for features in the spring code.

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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Remove shadows underwater

Post by Beherith »

also, the google maps high altitude seabed images are fake.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Remove shadows underwater

Post by smoth »

possible solution:

can an idividual unit have it's shadows disabled?

if so, why not go with a widget that disables shadows of units that are underwater? Why not have it do blob shadows for unit in shallow water?

Seems like people requesting ENGINE features for a GAMELEVEL decision is yet another trilling round of spring = ba.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Remove shadows underwater

Post by Jools »

Beherith wrote:also, the google maps high altitude seabed images are fake.
Yeah, wouldn't you think. Don't you think it's a bit weird that there are no clouds at all?
Also, Ginger Ale is just a mix of Coca-Coca and Sprite. But I can't prove it. Damn!
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Remove shadows underwater

Post by Anarchid »

It's totally possible to lua it (or glsl it anyway). I've even posted hints where to look for.

Jools' counter to that was that it wouldn't make surface-snapping plane shadows. But that can also be shadered i think.
raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Remove shadows underwater

Post by raaar »

this reminds me of this other thread


the ideal behaviour would be :
water fully transparent -> shadow on the seafloor only
water semi-transparent -> shadow on both the water surface and seafloor
water fully opaque -> shadow on water surface only

this would imply something like
- water opacity effect increases with depth
- water opacity modifier could be a map variable or mod variable

i agree with Jools. On maps where a special sea floor is used to make the water seem more opaque, like "the cold place", having the shadows cast only on the sea floor looks weird.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Remove shadows underwater

Post by Jools »

/water 3 on the coldplace looks quite all right. But it has one shadow on sea bed and one reflection on water surface.
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Funkencool
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Joined: 02 Dec 2011, 22:31

Re: Remove shadows underwater

Post by Funkencool »

I'm sure that ocean floor is just a bump mapped texture based on a depth map.

Also, you can only have one or the other. If you can see to the bottom, I don't see why you wouldn't see shadows. In those pictures you see a shadow on the surface because the surface is opaque.

You could easily make the shadows underwater not appear by making the water too opaque to see them (realistic) but that would make for bad gameplay.
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Remove shadows underwater

Post by Anarchid »

On maps where a special sea floor is used to make the water seem more opaque, 
... the water settings should be used instead.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Remove shadows underwater

Post by PicassoCT »

Did anything ever come of that? I want to deactivate shadows for my holographic icon units?
betheone
Posts: 1
Joined: 14 Oct 2022, 14:47

Re: Remove shadows underwater

Post by betheone »

raaar wrote: 05 Dec 2013, 22:01 this reminds me of this other thread


the ideal behaviour would be :
water fully transparent -> shadow on the seafloor only
water semi-transparent -> shadow on both the water surface and seafloor
water fully opaque -> shadow on water surface only

this would imply something like
- water opacity effect increases with depth
- water opacity modifier could be a map variable or mod variable

i agree with Jools. On maps where a special sea floor is used to make the water seem more opaque, like "the cold place", having the shadows cast only on the sea floor looks weird.

I absolutely agree. This would be the ideal behavior.
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