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Posted

So what would be the main difference between these 2? If I wanted to be able to paint a texture on 1 side and have it not seen on the other what would be the best way to do that?

Posted

CreateSurface creates a 3D surface with no verts, you'd have to add verts/tris to it to make a plane. CreatePlane probably creates a two tri plane for you.

Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX

ZBrush - Blender

Posted

CreatePlane() I would have to say.

 

Unless you want to add specific vertex positions and/or triangles for the surface with AddVertex()/AddTriangle(). Which also has been provided by Josh in the Framewerk Renderer as "CreatePatch(xsegments, zsegments)," which is used for the water plane.

Posted

So I'm actually looking at making my own water. So Josh uses a surface and adds verts for water? Would it matter if I used a plane or surface for water? Why would he use a surface instead of a plane?

Posted

I honestly don't know. Either he'll have to answer that or someone else who would know would have to.

 

I was going to eventually start working on water myself so I'll be curious how far you get. For now I'd use CreatePatch() and CreatePlane() for testing purposes.

Guest Red Ocktober
Posted

I honestly don't know. Either he'll have to answer that or someone else who would know would have to.

 

I was going to eventually start working on water myself so I'll be curious how far you get. For now I'd use CreatePatch() and CreatePlane() for testing purposes.

Guest Red Ocktober
Posted

did someone say water... i'm all ears :)

 

--Mike

Posted

I have a decent start on it. I just can't figure out why when I scale the plane it turns black and any material I had on it doesn't show because it's all black. But it's very cool to just drag in a water plane, place it where it makes sense and have it waving. I need better water textures and probably a better shader. I'm just using the leaf sway shader.

 

The cool thing about this is that you can have multiples of these at any height and any size. So I could have puddles even if I wanted to. Plus give that freedom I can make a weather object and link all the puddles/body of waters to the weather object so when it's "raining" it can move the plane up to a certain level to simulate the water rising and when it's dry move it down a certain level over a given interval to simulate drying up.

Posted

I had a feeling that's why he didn't use a plane, since he does waterplane.setscale(camera.farrange * 3.0). Try using the CreatePatch() (fw.CreatePatch(20, 20) I believe it would be, I've sliced and diced my framewerk several times), see if it makes any difference?

  • 3 weeks later...
Guest Red Ocktober
Posted

i'm also on the quest for ocean waves....

 

i've got a patch created, but can't seem to scale it past what it was originally set to...

 

this is what i'm doing...

 

Local patch:TEntity=fw.Renderer.CreatePatch(22,22)

PositionEntity patch,[0.0,-1.0,2.0]

material=LoadMaterial("abstract::untitled.mat")

PaintEntity patch,material

patch.SetScale(Vec3(10.0,1.0,10.0))

 

 

question - does createpatch(22,22) create a surface with 22 x 22 vertices?

 

 

thx

 

--Mike

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