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Reflecting Water in DM-1on1-DavidM.unr

Posted: Tue Aug 18, 2020 7:28 pm
by McFrag
Hi All,

I was just playing the old DM-1on1-DavidM map and really liked the reflecting water effect this map offers at the lower level.
Image

I tried to understand how David did this, but I failed to understand it.
The water texture is checked as Translucent, Two Sided and Portal.
The Water zone info seems to be normal however.

Someone knows how this works? I like it, I want it, I need it :shock:

Link to the map:
https://unrealarchive.org/maps/unreal-t ... f2b58.html

Thanks in advance

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Tue Aug 18, 2020 8:34 pm
by Swanky
Ah yes, he deleted all brushes so indepth checking is not possible. It should be a second sheet with translucent and mirror; check the FLOOR in the water. :)

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 2:52 am
by TexasGtar
I agree. mirror on sheet sounds right

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 5:09 am
by Red_Fist
I see, so it can't get HOM ?

He also did another SP map used a mesh.

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 6:46 am
by Buggie
Not on sheet. On floor for WaterZone. I can upload example if someone interested.

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 7:27 am
by McFrag
Thanks.
It really just a Mirtor and Translucent setting of the floor of the water. Unfortunately there seems to be an issue when reflecting a sky zone.
I wonder, will this be fixed in the patch?
But nice feature to know about :)

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 8:10 am
by Buggie
Mirrors always has issues with skybox/portals.
It is engine related and can not changed on patch because it is create incompatibility with old versions.

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 12:02 pm
by McFrag
Buggie wrote:
Wed Aug 19, 2020 8:10 am
Mirrors always has issues with skybox/portals.
It is engine related and can not changed on patch because it is create incompatibility with old versions.
I understand. Sad news. If this because it would require a rebuild of a map with a patched editor?

In this case it could be possible to fix it theoretically if the mapper world accept loosing backward compatibility. (Checkbox?) I would go for it personally

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 12:42 pm
by Buggie
These are just my thoughts, really.

But the purpose of the new patch is to fix bugs, not create new incompatible builds.

One more thing, as said by one of the patch developers for Unreal: https://www.oldunreal.com/cgi-bin/yabb2 ... 977585/6#6
The problem is that there are no people who would be able to fix such bugs properly. Probably, many talented programmers could try to find a good solution for the given issue, but they simply have no access to the relevant source code.
Considering the current possibilities, I think that leaving everything as is would be the best option (although the issue most likely can be fixed in theory, in practice we don't have devs with access to the relevant source code, a sufficient level of programming skills, and a sufficient amount of free time in order to implement appropriate modifications without introducing 10 new bugs instead).
Okay. We have moved away from the original topic of the topic. There is a separate topic for the patch. You do not need to mix everything together.

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Wed Aug 19, 2020 5:48 pm
by UnrealGGecko
Gonna go a bit offtopic myself, but another cool thing you can do with small shallow water pools/puddles is to have a wavy icetexture at the floor.

https://www.unrealsp.org/legacy/?q=level-design

First link in the Mr. Prophet's Mapping Tutorials section :)

Re: Reflecting Water in DM-1on1-DavidM.unr

Posted: Thu Aug 20, 2020 4:44 am
by Red_Fist
Listen to Swanky.

If you build the water pool, and translucent ,,and - or mirror causes HOM, Get rid of the pool part brushes (BSP) on the last build. Therefore it can't have HOM with mirror or translucent that affects a BSP that isn't there.

(is what I think is going on)