Remove shadows underwater
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Re: Remove shadows underwater
also, the google maps high altitude seabed images are fake.
Re: Remove shadows underwater
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.
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.
Re: Remove shadows underwater
Yeah, wouldn't you think. Don't you think it's a bit weird that there are no clouds at all?Beherith wrote:also, the google maps high altitude seabed images are fake.
Also, Ginger Ale is just a mix of Coca-Coca and Sprite. But I can't prove it. Damn!
Re: Remove shadows underwater
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.
Jools' counter to that was that it wouldn't make surface-snapping plane shadows. But that can also be shadered i think.
Re: Remove shadows underwater
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.
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.
Re: Remove shadows underwater
/water 3 on the coldplace looks quite all right. But it has one shadow on sea bed and one reflection on water surface.
- Funkencool
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- Joined: 02 Dec 2011, 22:31
Re: Remove shadows underwater
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.
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.
Re: Remove shadows underwater
... the water settings should be used instead.On maps where a special sea floor is used to make the water seem more opaque,
Re: Remove shadows underwater
Did anything ever come of that? I want to deactivate shadows for my holographic icon units?