8/10/2023 0 Comments Animated ocean waves sprite![]() ![]() Ħ- for a river.I used the abyss again, and I returned to play with the opacity of the waterħ- Finally, I tried to add a bridge and under a small animationĪs Blarumyrran would be an enormous project to do it well.and involves many difficulties.but can contribute much in the game! expect your suggestions!!! and I have used it as if the coast.ĥ- then I added some little waves on the left. ģ- with the map editor, I created an abyss. I'm still working on it.and not forget that it's just and experiment to test the posibles ways!! then describe the steps of the experiment:ġ- i make an animated hexagon with 16 frames of "non directional water".Ģ- multiplied, I checked their effect as if the ocean. Of course, it could be done well - you could construct a physics engine that gives realistic or at least not screamingly weird water directions, and that would be a whole gigantic AI on its own, and you could make all the animations with all the possible wave directions - but seriously. And THEN, maybe, you should consider waves on the non-transition water hexes as you intuitively want to do first - but that is tricky, as the direction of waters cannot be the same on all hexes, eg imagine a NE/SW running river and a N/S running river (let's say 1-hex wide) - it is bizarre if they both run the same direction the water in the river running towards one coast instead of along the river is absurd. If that would really be done with some good graphics - and I'm skeptical about something like this ever being done - the water would be really convincing already. Perhaps at shallow water, the ground under the water should be visibleĪfter that, the transitions between water/ground should be animated so that water floats back and forth onwards to the ground alternatively, the transitions with ground could all be cliffs, but it would be weird in such abundance. In the Water Waves Asset, the Gerstner Wave Generator selection dropdown lists any classes that inherit from the Gerstner Wave Source.That would be great, but it would be an enormous project to do it well - it would've been easier if done earlier, when we had less terrains - and of course all terrain stuff is difficult to do on hexes.īefore doing it, the current water's still images should be remade - especially the transitions in the transitions with ground tiles, it should look more like actual transparentish water instead of current blue jelly - the transitions are really the most visible/challenging areas. In the Blueprint, you override and add your own Generate Gerstner Waves function that uses the Make GerstnerWave and Make GerstnerWaveOctave nodes to output to an array that stores information. ![]() In Blueprint, the Parent Class inherits from the GerstnerWaterWaveGeneratorBase class. ![]() In C++, you would start by creating a new type that derives from UGerstnerWaterWaveGeneratorBase`and uses GenerateGerstnerWaves_Implementation(TArray &OutWaves) const`. The information in this section uses the Gerstner wave implementation as a working example for creating your own wave generator backend for evaluating surface waves. The Water system is capable of supporting additional wave simulation models through the Water Wave Asset with configurable parameters, which can be done either through C++ code or Blueprint. Unreal Engine provides the Gerstner wave simulation model for the Water System. Any editable properties will populate the panel to configure the simulation. When creating, or opening an existing, Water Wave Asset, you select the type of wave simulation to be used, when multiple simulation models are available to choose from. On a selected Water Body, use the Water Waves Asset assignment slot to apply this asset. From the menu, select Water > Water Waves. You can create your own Water Waves Asset using the Content Browser to click Add/Import or use the Right-Click Context Menu. While you do not need to create a new Water Wave Asset every time you use a Water Body, there are times when you want different types of wave input from the simulation model to behave differently, or when you want to use a completely different wave simulation model. By default, one is already supplied that uses the TODOLINK Gerstner wave simulation model. Water Bodies are supplied with a wave simulation model to use with a Water Waves Asset assignment slot. The Water Waves Asset provides the individual wave parameters that are governed by its simulation model. The Water system uses GPU-driven wave data to simulate the surface of waves on Water Body Actors. Setting the Number of Waves and RandomnessĪdding Your Own Wave Simulation Model and Wave Generator ![]()
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