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[Community Project] WIP Weather & Ocean Water Shader

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    You don't happen to have a wake attached hey? That's what that looks like the wake is beta
    Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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      Ok, thanks I'm just trying to make an underground compound type area beneath my building, and I have an elevator shaft going to it, but you see the water inside the elevator for a split second as it's going down :P I think I'm going to try having it load in a separate UE4 level as the elevator lowers just so I don't have to worry about it.

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        Originally posted by TK-Master View Post
        Yeah it definitely is a big hit for a post process, VR or no VR

        I wonder, has any game ever done this the proper way? Every game that I have seen tries to avoid this by either having flat water or doing some kind of camera snap or fading.
        Dying Light had a pretty decent transition. The water seemed to have a bit of a thickness when you were half-submerged, looked really good in my opinion.

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          So any progress post on this? I can't use it in 10.2 on a beach that I'm making :c

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            Thanks for this project guys!

            We used flocking system and added to our game:

            • Follow me on twitter
            • Visit our website traverse.world
            • Checkout our game's forum thread

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              Originally posted by Nsomnia View Post
              You don't happen to have a wake attached hey? That's what that looks like the wake is beta
              Yep it was the wake. Thanks for responding . I made it invisible be default and visible on begin play which removed that. It's a good placeholder for our system for now.

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                Originally posted by xulture View Post
                Thanks for this project guys!

                We used flocking system and added to our game:
                Yay!! Glad it was of some help !

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                  On Ubuntu I don't see the water. In the log was something alike could not compile ocean material. Shader model 5 with opengl 4.3.
                  Any help? Thanks

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                    Any chance on a 4.10 version?

                    Coming 2016| Interested joining my team, email me: daniiartsstudio@gmail.com
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                      Originally posted by liondog View Post
                      Any chance on a 4.10 version?
                      Its running just fine on 4.10.2 for me.
                      Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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                        UE 4.10.2 NOT WORKING - "oceanproject.dll - missing" error. Downloaded Visual studio with Common tools. Nothing works. Please help

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                          Hi
                          I have some problems with this system when I set the waves to come to the beach , if player look at them from the front, waves get messy ! waves behind surface is shown and draw lines overlapping
                          it makes waves distorted. This problem occurs at very low altitudes and not from the top view

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                            Liondog: Just compile the actual version, if you don't have anything to do it, someone posted the binaries somewhere in the thread.

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                              Yes works fine in 4.10.2 only on Ubuntu this UE bug:
                              https://answers.unrealengine.com/que...texture-s.html
                              I wonder who sets this to resolved.-
                              Anyway by the time I have my stuff done I should be able to use Vulkan. So I work on Windows and only compile the final for SteamOS.
                              Love the water.
                              Last edited by Mike4; 02-12-2016, 09:50 AM.

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                                Originally posted by Mike4 View Post
                                Yes

                                I'm working on using the experimental sky for a year, month, day, hour, minute clock so that I can do time compression, I only re-started my subsim from scratch a few days ago I'll post the blueprint on blueprintue.com when I get it done. Still learning as much c++ as I can at the same time, it seems like unreals API is sooo much more complex than learning c++ on its own, Java I have no issues with but Unreals c++ is tough with all the macros and constructors and headers syntax.

                                http://www.subsim.com/radioroom/showthread.php?t=224205 for progress and downloads.

                                Edit: Get well soon DC!
                                Last edited by Nsomnia; 02-10-2016, 11:35 PM.
                                Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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