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Old 30th Aug 2008, 08:49 PM   #1
Silver_Ibex
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Cool Animated Water Caustics FX discovered in Unreal

I decided while waiting around for the UT GFX patch update, I would see what tricks I could pull with just the regular old engine, I dug around some more and found that old Unreal has a built in ability to do cast animated Water Caustics FX on surfaces below liquid surfaces, though I doubt even the programmer realized this potentiality at the time the engine was coded.

The result looks like an animated UT2k4 projected texture FX, but this is with the old unreal/UT99, without any new code added.

The attached pic does not do the FX justice, it looks much better in full motion, now I just need to put together a quick example map to show off this new trick in all its glory
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Old 31st Aug 2008, 03:05 AM   #2
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That looks awesome. I hope you can pull it off the way you expect.

I'm betting it will not kill framerate as bad as the LightEffects... or will it?


Btw, can you guys get the BumpMap feature to work?

Last edited by War_Master; 31st Aug 2008 at 03:07 AM.
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Old 31st Aug 2008, 04:06 AM   #3
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WateryShimmer... Well, I like the light effect more than the DM-Curse3/4's projectors, looks more natural to me. But if this goes even more natural, then good.
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Old 31st Aug 2008, 12:01 PM   #4
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Tests so far have shown the FPS cost is not noticeably more then other regular liquid textures

The one drawback to it that I can see is it does not cast onto pickup items and characters.
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Old 31st Aug 2008, 04:36 PM   #5
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Silver_Ibex, can you tell us step by step what you did to pull that effect?

I think I might be able to do a close bumpmap effect that way.
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Old 31st Aug 2008, 07:14 PM   #6
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Give me a week, I have a small indoor map that has been sitting on my hard drive for over a year, and I am now going to use this FX as a motivating reason to finally finish the map and get it released

Yeh so expect something around next weekend.
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Old 1st Sep 2008, 02:56 AM   #7
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Old 2nd Sep 2008, 05:54 PM   #8
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Quote:
Originally Posted by Silver_Ibex View Post
Tests so far have shown the FPS cost is not noticeably more then other regular liquid textures

The one drawback to it that I can see is it does not cast onto pickup items and characters.
If you had a P160-200 when the game was released you would have had an fps hit. Like the shadows, a lot of cool stuff was turned off, but practically not removed, maybe a little coding it woiuld be back.

nice find.
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Old 6th Sep 2008, 01:00 PM   #9
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Cool

Weekend release of the playable Demo map

Download here

The pickups are setup for use with Serpentine.

Bot paths have problems with the moving crates, so best used for multiplayer.

Not sure how bad the movers will affect lag, so some feedback on how it plays online would be appreciated.

see attached Water pics above and below surface, and hallway pic.
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Old 7th Sep 2008, 09:44 AM   #10
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Quote:
Originally Posted by dinwitty View Post
If you had a P160-200 when the game was released you would have had an fps hit. Like the shadows
Shadows are more vertices to process. Multitexture effects such as this (which a Voodoo2 could do with ease) shouldn't be a problem.
Also those shadow effects were only available for the PowerVR PCX2 chipset since it had a 24-bit stencil buffer.
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Old 14th Sep 2008, 11:52 AM   #11
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cant run map, class not found, level summary
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Old 14th Sep 2008, 12:25 PM   #12
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Exclamation

You will probably need the latest patch from over at oldunreal to get it to run,
patch "Unreal 227e".
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Old 15th Sep 2008, 01:31 PM   #13
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Smart idea of using a macrotexture/detailtexture to create the caustic effects, i've thought of this before but only recently discovered procedural textures could contain multiple "layers" much like combiners do

Very nice work, i hope to see more mappers incorporate this
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Old 15th Sep 2008, 05:26 PM   #14
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Quote:
Originally Posted by Silver_Ibex View Post
You will probably need the latest patch from over at oldunreal to get it to run,
patch "Unreal 227e".
I'll try to duplicate it sometime, in the middle of a whole lotta stuff, so I'll wait a bit trying the map...8-D it might help some creative problems on my project.
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Old 2nd Oct 2008, 10:53 AM   #15
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Now that has to be the coolest light effect I have ever seen in this old game. I"m gonna see if Ican't make up some INF maps with this stuff.... THANKS
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Old 19th Oct 2008, 12:32 AM   #16
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Lightbulb

For those still having trouble sorting out how this FX can be reproduced

In Ued texture browser look in the map mylevel texture pack, and open the properties of the “SidewalkDrain” texture by right clicking on it and choosing “properties” .

A window will pop up showing the texture and to its right a menu with a bunch of properties click on the bottom one that says “Texture” and it will expand down to show a list.

On this list you will see the “Macrotexture” option is set to WetTexture'MyLevel.CausticL'.

This tells the engine that we want to overlay that WetTexture on top of this drain texture, combining them together.

That’s all there is to the trick, use “Macrotexture” to mix the two textures together

Now to make your own,

Step A: make your first texture a 256x256 Caustic texture
To make the Caustic texture I used Caustics Generator v1.4
With the background RGB colors all set to =128, so it is gray.

You can read more about Caustics Generator, and download here
http://www.lysator.liu.se/~kand/caustics/

Step B: import this texture into Ued, I used the Mylevel package.

Step C: now for the second texture, in the texture browser under file select “New”, a window will pop up “New Texture”, fill out the needed info, and under the “class:” option select “Wet Texture”. See first attached pic below.
This will pop up a Texture Properties window with a blank texture, you can now go back to the texture browser and find the first texture you imported and select it.
Then return to the Texture Properties window of your Wet Texture, and look under its properties, click on the bottom one that says “WaterPaint” and it will expand down to show a list, look down this list to where it says “Source Texture” and click it.
Buttons will then pop up, just press the one that says “Use”. It should now have set the choice to your first imported texture.

If not go back to the browser and make sure you have your first texture selected, a try setting “Source Texture” option again.
When it is set, you can then have fun playing with painting drops on the canvas of your “Wet Texture”. When you have added a few ripples you are ready for the next step.

Step D: import a new third texture, this will be a surface that we want the caustics to shine on, in my map I called it “SidewalkDrain”.
Open the properties of this third texture, “SidewalkDrain” by right clicking on it and choosing “properties”.

A window will pop up showing the texture and to its right a menu with a bunch of properties click on the bottom one that says “Texture” and it will expand down to show a list.
On this list you will see the “Macrotexture” option, we need to set this to use our “Wet Textur” we just made in step C.

So go back to the texture browser and make sure our second texture “Wet Texture” is selected, then return to the properties window and click on the “Macrotexture” option and press the “use” button.
It should now have set the “Macrotexture” choice to use the Second texture.
If not go back to the browser and make sure you have your Second texture selected, a try setting “Macrotexture” again.

This third texture is now ready for use in your map.
See attached pic below illustrating the steps of the process.
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Old 20th Aug 2009, 04:54 PM   #17
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Exuse me, but where are brushes in your demo map? I cant see them
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Old 24th Aug 2009, 09:53 PM   #18
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Since it is demonstrating a texture trick, and not brushwork, I left the brushes out to keep file size down as small as possible
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