flatline wrote:How did you do the "solid water"? Is it a particle effect? I tried several variants earlier but I couldn't get it right.
The "water plane" is a model, its not particle. The model is just a flat plane the size of a floor squere with texture applied to it, the trick is on the alpha channel of the material (if you load the model into GMT you can't even see it). It has an interpolated alpha channel, you can check the normal map of the texture in photoshop or gimp to see whats going on, unlike 1bit alpha where you have transparency or not, interpolated alpha gives you the ability to make things semi transparent.
I have even more ideas for the use of this water.
If you load the sx_flooded.model into GMT and lower it under the floor plane and save it out as an sx_flooded_stairs.model you can create an object that makes the stairs seem flooded. (just remember to give out a new particle effect where you have lowered the particles also)
you can then use an invisible blokker to prevent the party to go down, have a puzzle that you need to solve in order to "drain" the floor below, then you destroy the blokker and the water making is seem that lower level has been drained of water.
you can also reskin the walls and tune up the specular map so that the walls seem to be all wet, blur out the moss so it gives of the illusion that the whole area was just under water a minute ago
That way you don't have to have the level with knee deep water all over the place and save up a ton of CPU since there are no particles flying around, and you will not break the immersion of the player.
Skuggasveinn.