Problems with creating convincing underwater haze/mist
Posted: Wed Nov 15, 2006 18:38
http://nash.wanzafran.com/doomstuff/deepwaters.zip
After playing Phocas Island 2 and reading a comment about it on /idgames/ regarding the underwater scenes needing a misty kind of effect, I decided to try and make a deep water sector have underwater haze. It made sense anyway because the effect is there in other games too (Half-Life specifically comes to mind at this moment) and it was what made underwater scenes look more convincing and enhanced the atmosphere.
After a lot of trying, I was frustrated because I just can't get it to work. I've utilized GZDoom's 3-d floors for this. Logically thinking, giving the dummy sector fog SHOULD produce the underwater haze. Instead, it doesn't create any fog; it just blends the whole screen with the colour I specified, which does not create the richness a real underwater haze can give.
If you examine the file I linked above, deepwater.wad utilizes Transfer_Heights-style deep water which works perfectly, and is the exact effect I was trying to produce. Using GZDoom's 3-d water feature though, it just won't work. The reason I wanted to use GZDoom's 3-d floor line special for this is because I want the water to have translucency as well. While the Transfer_Heights method works perfectly, the water can't be translucent. :/
Is there a way for me to achieve this? Or shall I propose changing the behaviour of Sector_SetFade for 3-d floor waters to actually apply fog instead of blending the whole screen? I doubt the latter would get any kind of approval though.
After playing Phocas Island 2 and reading a comment about it on /idgames/ regarding the underwater scenes needing a misty kind of effect, I decided to try and make a deep water sector have underwater haze. It made sense anyway because the effect is there in other games too (Half-Life specifically comes to mind at this moment) and it was what made underwater scenes look more convincing and enhanced the atmosphere.
After a lot of trying, I was frustrated because I just can't get it to work. I've utilized GZDoom's 3-d floors for this. Logically thinking, giving the dummy sector fog SHOULD produce the underwater haze. Instead, it doesn't create any fog; it just blends the whole screen with the colour I specified, which does not create the richness a real underwater haze can give.
If you examine the file I linked above, deepwater.wad utilizes Transfer_Heights-style deep water which works perfectly, and is the exact effect I was trying to produce. Using GZDoom's 3-d water feature though, it just won't work. The reason I wanted to use GZDoom's 3-d floor line special for this is because I want the water to have translucency as well. While the Transfer_Heights method works perfectly, the water can't be translucent. :/
Is there a way for me to achieve this? Or shall I propose changing the behaviour of Sector_SetFade for 3-d floor waters to actually apply fog instead of blending the whole screen? I doubt the latter would get any kind of approval though.
