So first goal I think will be to implement and port anything i can from open source projects available and from papers such as breaking waves and work on boat physics and FX.
Sorry if this has been asked, but is their any easy way to make “holes” in the ocean plane (In the same way you can make holes in a landscape for creating caves and stuff)? Thankyou!
Not that I can think of since its not a landscape based water setup like that one game. Youd have to do some shader/texture setups to make the height lower than everything else with no effects or you could tile the ocean down and use multiple tiles with 1+ missing since they tile seamlessly.
Has anyone had problems with minimap flickering? I see this flicker following my pawn around and showing up on the ocean surface.
You don’t happen to have a wake attached hey? That’s what that looks like the wake is beta
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 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.
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.
So any progress post on this? I can’t use it in 10.2 on a beach that I’m making :c
Thanks for this project guys!
We used flocking system and added to our game:
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.
Yay!! Glad it was of some help :D!
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
Any chance on a 4.10 version?
Its running just fine on 4.10.2 for me.
UE 4.10.2 NOT WORKING - “oceanproject.dll - missing” error. Downloaded Visual studio with Common tools. Nothing works. Please help
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
Liondog: Just compile the actual version, if you don’t have anything to do it, someone posted the binaries somewhere in the thread.
Yes works fine in 4.10.2 only on Ubuntu this UE bug:
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.
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!
Anyone looked into minimaps? Most minimaps require a landscape to use as the background for a scenecapture2d bp. I can apply the ocean material to a large landscape but it kills the fps from 80 down to like 5. Gonna try to edit it to use the ocean mesh and see where I get butit may require what that one game did for the “off the deep end” game jam twitch video where they edited the landscape in the engine source code to be used for oceans.