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(1 edit)

Hey, how's it going? ๐Ÿ˜

I found a small glitch seeing the edge of the water when viewing at a distance and from a higher ground. If you also go back and forth, it also has some popping issues and the water tile appears..


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Thanks. Yeah there's a ton of glitches, esp with the water under Blitz (vs WebGL). However, you can try and replace the water by something better. This one covers only the part surrounding the camera. If the latter moves, so does the water rectangle, but in jumps, to appear stationary. But these jumps must fit the tiling scale and animation loop, which is tricky to achieve. As I said, maybe best to be replaced entirely. I'm no waterologist ^^.

Hey,  you still have one of the best b3d water with the half-sub.  ๐Ÿ˜Š

I think you should look at and perhaps incorporate fredborg's water with the rubber ducky. It kinda has a same tiling method like what you have here, but seems to work on a distance, not sure though if the fog just covers it.

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Yeah, if time permits I probably will work on it some more, thanks.

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By the way, is there some way to save each terrain splat painted layers to a texture map, sort of like alpha mask texture per file?

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Not in this tool. But notice the trees tweaking utility comes with source, including the B3D saving part.

Here I use a feature of copperlicht / webGL that allows to have two textures on one single mesh, whereby the mesh's vertex alpha value determines the visibility of the "top" texture. Additionally Vertex-RGB is used to taint seaground and add diffuse shade under trees.

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I see, thanks for the info.

i'm been try to e-mail you in 6 month with no response,  please e-mail back on  your website e-mail or youtube please 

Hey there rcgdack1, just sign up and contact me here at www.blitzcoder.org

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