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I post this here because it is more of a resource to others than to show off my personal find. I have found a way to make ocean water in the GE Using < 500 Faces.
First, you take a plane, go to top view, unwrapping to "Project from View (Bounds)," and applying an Alpha Channeled Water Texture to it. To do this, take your water picture and go into the Gimp and change its opacity down to about 0.5, and then save it as anything .png. Then use the fractal tool on it once or twice in blender to get it randomly bumpy. Set a scrolling script to the water so that it looks like it's flowing. You can use this one: Code:
Duplicate the water object and put it about 5-10 units below the first water texture. In this way they should be relatively close. Go into Face Select Mode on the lower Object and scale the unwrapped mesh (In the UV Editor) up just a little so that it overlaps the image by just a little. Go out of UV Select Mode and watch your results! Here is an image that I fiddled around with that gives you the basic Result. Hope this helps - and note that this is not a tutorial, but I have seen many threads looking for how to do water. This is my answer. If it is unclear, I can provide a .blend if needed. Good Luck!
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I don't flame, I rebuttal. |
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#1
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Sweet!
Is not only a good way to make a water effect but also a good way to understand how to controls UVs with python ^^ Thanks |
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#2
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I would like to see that blend.
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I am a grue. |
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#3
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is there anyway to make a alpha channeled water tex in photo shop?
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#4
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Yes, a .b file would be useful?!
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#5
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I don't flame, I rebuttal. |
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#6
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Ahhh, it gaves me seasickness!
![]() Very nice! Thank you for sharing! Bye |
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#7
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Very cool! It looks quite realistic, you could make it less bumpy instead of using more faces, so it looks smoother.
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#8
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Ya. I just popped out that as a technique. You might want to not "Fractalize" it so much and smoothen it out a bit. Works here too!
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I don't flame, I rebuttal. |
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#9
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what do I put the script on a py cont?
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#10
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What?
If I understand you correctly, you put the .py on both water meshes.
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I don't flame, I rebuttal. |
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#11
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Do I conect always sensor to a python controller?
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#12
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Yes, that's the correct method. Did you download the demo and look at it yet? You should be able to see how it works there.
The Red Hand: This is some of the best non-shader water I've seen to date in the BGE. I'm definitely keeping a copy of this for future reference.
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Game Engine tutorials: blendenzo.com - 3DKernel - TutorialsForBlender3D - blending-online My Projects: Solomon's Treasure - Sokoban - Marble Labyrinth |
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#13
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Thanks blendenzo. Glad I could help the community!
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I don't flame, I rebuttal. |
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#14
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Hey when I use the scrolluv script, I get an error :
File "uvscroll.py", line 13, in <module> AttributeError: getVertexArrayLenght Compiled with python version 2.5. .... and I use the latest version of blender 2.45 |
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#15
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Umm, that doesn't happen on mine, but you might want to change it from "getVertexArrayLenght" to "getVertexArrayLenght."
Hope that wasn't a typo on your part, but it doesn't happen for me, but if the problem consists, I'm probably not the person to answer this question.
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I don't flame, I rebuttal. Last edited by The Red Hand; 06-May-08 at 01:52. |
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#16
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Wow I had something almost identical to this in one of my games. All I was missing was the use of the fractal tool. That adds to the effect a lot. I've made a note to use this technique in the future. Good job.
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Out of the Hat Blender Barrage-a true community project; contribute today! (15 out of 20 minigames for 1st edition submitted) |
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#17
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Quote:
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#18
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#19
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#20
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