Anyone have a good effect for smoothly transfering from water to air? Like when swimming and sticking head out of water.
I already have a way of disabling underwater fog effects. I also use a SkyCone that extends form Water Surface + 100 to the sea floor, but will probably switch it to a sphere centered on the camera and just hide it with tereain and what not( like surounig the enitire game area with a giant flipped cube strting at the surface and decending to the seafloor. Hmm no that I think of it, that would also make the transition easier as I could tecture the cube to give a illusion of a clearer but not totally clear distant view.
Anyway, I would be really interested in some ideas from you people.
I have made a huge amount of progress on the UW-demo that now includes Buoyancy system( only physics so far ) that controles the descent rate of objects based on the standard 64 pounds pe cubic foot of displacement of an object - the objects weight, so yes, objects can float and sink at varying rates based on two simple variables.
The Fog system is now in its own set of functions, and I have used upto 20 layers of fog with no real vissable performance hit. The more layers the smoother it all lookes.
Now to find a place to host the demo for easy download, since I now use Models for objects and terrain.
I already have a way of disabling underwater fog effects. I also use a SkyCone that extends form Water Surface + 100 to the sea floor, but will probably switch it to a sphere centered on the camera and just hide it with tereain and what not( like surounig the enitire game area with a giant flipped cube strting at the surface and decending to the seafloor. Hmm no that I think of it, that would also make the transition easier as I could tecture the cube to give a illusion of a clearer but not totally clear distant view.
Anyway, I would be really interested in some ideas from you people.
I have made a huge amount of progress on the UW-demo that now includes Buoyancy system( only physics so far ) that controles the descent rate of objects based on the standard 64 pounds pe cubic foot of displacement of an object - the objects weight, so yes, objects can float and sink at varying rates based on two simple variables.
The Fog system is now in its own set of functions, and I have used upto 20 layers of fog with no real vissable performance hit. The more layers the smoother it all lookes.
Now to find a place to host the demo for easy download, since I now use Models for objects and terrain.