You don't happen to have a wake attached hey? That's what that looks like the wake is beta
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[Community Project] WIP Weather & Ocean Water Shader
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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, thanksI'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 PostYeah 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.
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Originally posted by Nsomnia View PostYou don't happen to have a wake attached hey? That's what that looks like the wake is beta. 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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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 PostAny chance on a 4.10 version?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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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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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 PostYes
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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