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DarkBASIC Professional Discussion / Making the wave, ripple effect created by a moving boat.

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Cortez
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Posted: 13th Jul 2005 21:22
As I said in the topic, I`m trying to make the kind of white waves and ripples that is created by a moving boat (as seen in the screen shot). I`m using an animated matrix for the water.

Any ideas how to achieve the effect?
Thanks


image: http://tinypic.com/732wxu.jpg
Van B
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Posted: 13th Jul 2005 22:45
That would be extremely difficult in DB, in fact the only way I think that might have a slim chance is using mesh deformation on a long segmented plain - which you would drag behind the boat and adjust to suit the water matrix.

The problem is that the water is not flat, if it was flat then you could use ripples to make the effect (which is nice for slow boats), heck you could even have the ripple as an image textured onto a plain and stuck onto the bottom of the boat, but this relies on your water being flat.

Perhaps your best option is to make a particle system that will float on top of the water matrix, like just plains that get orientated to the camera (SET OBJET TO CAMERA ORIENTATION Obj). Then you'd spit these things out the sides depending on the direction of the boat, and if they're under the water put them on the water level. If you imagine these things as lots of little marbles being dropped and rolling in any old direction away from their start position. With enough particles and a nice spray texture it could look very cool.


Van-B

Cortez
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Posted: 13th Jul 2005 23:42
Thanks for the quick reply,
To be honest, I though about particles, but I`m not a big fan of them... I have tried them in the past and I could never achieved what I had in mind. But if this is my only hope then, I`ll try again.

I just though about something. Do you thinj I will be possible to create a very small semi-transparent matrix and place it under the boat. when the boat moves, "animate" the matrix with waves going away from the boat and putting a scroll texture of white wave?

see drawing...
PowerSoft
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Posted: 13th Jul 2005 23:44
That would work I think. Probably need to copy the way the sea moves and then just make the waves more wavy on that matrix.

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Sven B
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Posted: 14th Jul 2005 01:30
Search in the codebase about it. It has a great example.

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Ric
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Posted: 14th Jul 2005 07:49
You can take a look at this if you like - I wrote it a while ago as a basic engine for a game I was working on. The waves are bigger than the ripples you are talking about, but it is possible to change the size/speed/source of the waves.



Raven
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Posted: 14th Jul 2005 13:38
I would suggest, a) using a Memblock to create your Matrix and b) to use a Normal Map to create the waves.

It is a technique used (pretty much like your above example) where you alter the normals based on the vertex interaction of the overall map. Will try to find an example of this.

Cortez
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Posted: 14th Jul 2005 22:04
Thanks for ideas

Sven B: I checked the codebase and I can`t find any example of this...

Ric: Thanks for your code, looks great!

Raven: Can you animate a memblock "matrix"? I really appreciate if you can find an example of the technique you are talking about.
Chris K
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Posted: 14th Jul 2005 22:57
Don't hold your breath.

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Drew Cameron
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Posted: 15th Jul 2005 00:08
Does this help, Cortez?

http://developer.thegamecreators.com/?m=codebase_view_code&i=0b82ed7b7e2065cf2fdc584a871218b0


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Ianhfar
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Posted: 15th Jul 2005 00:11
Cortez

How about this one

http://forum.thegamecreators.com/?m=forum_view&t=52830&b=6
dark coder
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Posted: 15th Jul 2005 00:13
well my bodged method would be,

this idea takes advantage of one of dbp`s small bugs, baasically the bug is that if you have 2 objects both using set object alpha the object that is higher in the index number renders over the lower objects making them dissapear where the higher object is over it, im not sure if my explantion was right, but in my game im currently making some of the 'set object alpha' models partially hide the other ones and i believe if the index number of the object is higher it some how stops the other object from being, rendered.

well how is this usefull then you ask?,

well you make your sea lets say its just a flat plain thats very big and your boats wake is also a plain you can make your boats wake have edges and dips over the model aslong as all the edges of the wake are flat so there wont be any gaps, if you position the model behind the hull but at exact sea level and makesure both the sea and the wake objects are using 'set object alpha' then the part where the wake is over the sea it should stop it from being rendered, it may be the other way round (lower objects have the influence) but you should defienently try this out, afterall it doesnt slow the game down much by edit any meshes and its easy to implement.


Little dude
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Posted: 15th Jul 2005 01:40
You guys seem pretty advanced in all this so I got a question to ask.
How do I assign controls to letter keys? Please help.
David R
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Posted: 15th Jul 2005 03:20
Mark 2. of 'Ye old water alogrithim' is availible

http://developer.thegamecreators.com/?m=codebase_view&i=03e6e8b572b2495989825ad7e4bb66aa

[url=www.lightningstudios.co.uk][/url]
dark coder
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Posted: 15th Jul 2005 06:57
@little dude, kinda off topic dont ya think :p, well if you dont want to fuss around with keystates then your best bet is to use,

if inkey$()="W" then blah..blah..

this will work for the alphabet numbers and symbols like, +,- etc etc, just not f keys or numpad.


Murdock 743
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Posted: 15th Jul 2005 07:08 Edited at: 15th Jul 2005 07:10
For the key things I have a key map I'll post it for you.
Cheers,
Christian

I almost forgot to use it you must you the keystate ie
thats what I did but I did it for pitch and roll.

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Cortez
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Posted: 15th Jul 2005 21:41
Thanks all, I saw some very interesting stuffs...I just test all your suggestions and I think I`m getting closer to what I want.
I really like the "Ye old water alogrithim" and Ianhfar link for the animated water fx.

Dark Code: I see what you mean, and I think the effect your talking about should create the fx I looking for. But correct me if I`m wrong, but I think the "sea" and the "boat wake" can not be animated and must remain flat so the both plane match perfectly.

To make the "splash" effect made in front of the boat, maybe I can use particles like this:

With a models each side of the boat.
I can scale the 2 models and adjust particles emissions according to speed. I don`t really like using particles, but maybe I have no choice...
Nicholas Thompson
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Posted: 15th Jul 2005 22:16
the way Richard Burns Rally does it is it uses triangles and scales & fades them.
EG (TEXT ART ALERT)


Thing with richard burns though - the splash is so quick, you dont really get to see it so the 1 poly detail is enough!

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Cortez
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Posted: 16th Jul 2005 00:08
That last technique, is very clever and also so simple.
I can mix that idea with a kind of trail (like Mobiius trail system but with triangles).
that dude
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Posted: 17th Jul 2005 04:43
You know, you could nomal map the water plain and make it look like its wavy. that way, it would still be flat and everything would fit, but it would apear wavy the way you want it to.

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
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dark coder
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Posted: 17th Jul 2005 06:02
well battlefields 2 wake is just a plain thats slightly above the water with a light foam texture and the size of the wake extends and fades away the further from the boat, although there arent any waves it uses shaders so it looks nice :p


Cortez
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Posted: 28th Jul 2005 12:02
Hi again,
I`ve been working on this for a couple of weeks now and I just can`t create the effect I want. I solve the kind of trail the boat create behind him. What I need to do, is the splash. I tried scrolling texture on plain, 3d object with texture, particles...
But nothing give me what I want.
In this screenshot, we can see that there`s a scrolling texture each side of the ship, but I can reproduce that. Any idea how?

heartbone
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Posted: 28th Jul 2005 15:47
Man, that screen sure looks nice! I'm even getting a bit seasick.

Good luck on getting that ripple effect. You may have to think way out of the box on this one. Maybe a scaled ghosted plane with animated sprite system? I too will eventually need water wave effects and have no clue.

Peace, the anti-Bush.
eat much pie
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Posted: 29th Jul 2005 12:35 Edited at: 29th Jul 2005 12:54
Dave had a 'rippling metal' effect he posted on the program announcements some time ago:

http://forum.thegamecreators.com/?m=forum_view&t=37989&b=5

It look s pretty good, has a nice 'moving liquid' effect. I hope it helps! BTW, your screenshot looks really good!

EDIT: it appears that someone has broken the download link on Dave's thread (stare @ teh Jimmez!). And also, someone seems to have broken the download boxes on the forums (stare @ teh Richez!). If you want, I'll send it to you via email. It's approx. 4MB. If you want to, then send me your e-mail address first to [email protected].

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Sam Wright
Cortez
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Posted: 29th Jul 2005 16:02
heartbone: I don`t think it`s possible to put an animated sprite on a plane or a 3d object. But Maybe I can do a little function to animate texture on a 3d object.

eat much pie: Thanks, I already check Dave's impressive liquid metal code. For now I am trying to work with animated matrix for the wave effect. But the scrolling effect could be usefull.

After work I got a couple tests to do, and I post a screenshot of what I got so far.
Darkbasic MADPSP
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Posted: 29th Jul 2005 20:47
I would love to use this affect but i can't get any matrixs can any help?

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