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Shadows on the water

A topic by xxxLEOPARDxxx created Mar 10, 2021 Views: 593 Replies: 15
Viewing posts 1 to 14
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Shadows on the water do not work. The water looks like jelly. They should overflow, move, and they are static.

I assume there is a problem with the bumps.

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+1

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Yes, I agree, that water surface was much more realistic, when I've played COAS on Storm Engine 2.8. You need to fix water shadows in Maelstrom engine.

Lol, shadows on the water were even supposed to be? Because I don't have any at ALL)

The code to render the sea, the bumps and the shaders are unchanged from the original source.  The scripts send the information to animate the size/frequency of the waves, how much reflection values, transparency effect, and the colors used to blend; also the sky textures will factor into the blended color of the sea, and the foam values are set via scripts, or are disabled entirely in the COAS script.

If you want it more like COAS, you need to use COAS weather values for the sea, and also use the same sky textures that COAS used.  Change values for:

BumpScale
WaterColor
SkyColor
Reflection
Transparency

Amp1
AnimSpeed1
Scale1
MoveSpeed1
Amp2
AnimSpeed2
Scale2
MoveSpeed2
FoamEnable
FoamK
FoamV
FoamUV
LodScale
GridStep

Shadows from the reflected islands are clearly seen in the game.  For two dramatically different results, below is ERAS and COAS, rendered from the same engine:

COAS

ERAS


You didn't exactly understand the problem.

Here I will leave 2 GIFs. 

https://c.radikal.ru/c42/2103/e3/8b634b070c89.gif this is the current Maelstrom sea rendering.

https://b.radikal.ru/b20/2103/d6/da6286efe626.gif and this is vanilla COAS.

As you might see, in Maelstrom sea the shadows bumps are not... animated. Those are not shadows of sea objects, but sea waves themselves.. On current MS engine version they are static and are not moving. Checked on COAS and ERAS addons with current MS.

Can be seen in both 32 and 64 bit version of DX9 Maelstrom.

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Like this?

Well, it is hard to explain. On GIFs, there is a clear difference on sea shadows shaders. In MS, they are static.

And on your caption, I can barely see anything. Quality is too low and looking angle and distance are not allowing me to check changes properly.

May I get more clear and quality example/examples of changes?

I don't have recording software beyond the free Fraps.  I updated the settings to as best it allows and replaced the video with a new one.  I don't really understand what you're looking for, so not sure the example will suit.

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The fact is that the shadows that move (should move regardless of the fluctuation of the waves), they are static on the maelstrom.

On storm 2.8, they move, even if a complete calm is done. We have already discussed this topic with you. You said you don't know what the problem is.

People told us that this is a shader bug. Shaders do not move these shadows. If you look at the gifs above, you can clearly see that on MS these shadows are static, and on storm 2.8 they move.

What you showed in your video, there is no change there in order for it to work the way it should work.

I still don't understand the problem.  I have two videos, of the exact same water scene in Maelstrom 64 bit DX9 and Storm 2.8 32 bit DX8.  I see virtually no difference in the water.  The gifs supplied in this thread are not a good comparison because they clearly do not compare the same sea2 values passed to the engine; the fact that foam and transparency are clearly different leads me to believe that all the sea2 values are probably different for those gifs.  You must compare the same sea2 values in both Maelstrom and Storm 2.8...what is the difference here, because I am not understanding what you see?

COAS Maelstrom DX9

COAS Storm 2.8 DX8

Pay attention to the shadows - dark areas on the water.

On storm 2.8 DX8, they move. 


On MaelStrom DX9 64bit these dark areas (shadows) are static. 

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I think my eyes are just dumb...but anyway, I reviewed the code with the original and I found a line in the sea render that was mistakenly removed that involved the bumpspeed variable.  I bet this is what you are seeing.  I put that code line back into the source and I will bet this fixes the issue that you see.  It will be part of the next Maelstrom update.

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Will be waiting to check that. Hopefully, this would fix that issue with water shaders finally.

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Update now available

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I checked and sea looks much better now, as for me. Thanks!

As for smoke and fire on deck, fire extinguishes pretty much the same but smoke is not disappearing as it was, so I think it is done properly.