Difference between revisions of "WaterType"

3,151 bytes added ,  16:11, 18 October 2009
detailed information about fog properties
imported>Truant
(added some easy to verify info)
imported>Truant
(detailed information about fog properties)
 
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=='''Water Color Tab'''==
=='''Water Color Tab'''==
Options for setting the water color, displacement effects, and rain effects.
Options for setting the water color, displacement effects, and rain effects.
The actual color of the water in-game is defined by the gradient between the Shallow Color and the Deep Color. The Reflection Color defines the color of the part of the water surface that is reflecting the sky and is most noticeable from a distance.
* '''Shallow Color:''' Color of shallow water defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
* '''Shallow Color:''' Color of shallow water defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
* '''Deep Color:''' Color of deep water defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
* '''Deep Color:''' Color of deep water defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
* '''Reflection Color:''' Color of water reflection defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
* '''Reflection Color:''' Color of water reflection defined in RGB color channels. Values for each channel range from 0 (no color) to 255 (full color).
** '''Using the Color controls:''' To select a color, you may either enter a number directly in the text input field beside each color channel or use the up and down arrow buttons on the right of the text input field. (You may use the up and down arrows on your keyboard to simulate the arrow buttons.) Alternately, you may click the Select button to pull up the Color Picker widget and select a color interactively.
** '''Using the Color controls:''' To select a color, you may either enter a number directly in the text input field beside each color channel or use the up and down arrow buttons on the right of the text input field. (You may use the up and down arrows on your keyboard to simulate the arrow buttons.) Alternately, you may click the Select button to pull up the Color Picker and select a color interactively.
<blockquote>'''Note:''' The preview color swatches sometimes fail to render a color when the Water Type dialog window loses focus. To restore the color, move the window around the screen to force a redraw or click one of the Select buttons.</blockquote>
<blockquote>'''Note:''' The preview color swatches sometimes fail to render a color when the Water Type dialog window loses focus. To restore the color, move the window around the screen to force a redraw or click one of the Select buttons.</blockquote>
* '''Displacement Simulator:'''
* '''Displacement Simulator:'''
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=='''Fog Properties Tab'''==
=='''Fog Properties Tab'''==
Sliders for modifying fog properties.
Fog properties may be set in one of two modes: Above Water and Under Water. Above Water properties affect the appearance of water from above the water plane (ie. shore). Under Water properties affect the appearance of water from below the water plane (ie. submerged).
* '''''Unlabeled dropdown list:'''''
 
* '''Fog Amount:'''
Fog effects applied to water may be thought of as general 'murkiness'. The Near Plane represents the distance at which fog effects begin. The Far Plane represents the distance at which fog effects reach their maximum. The distance between the Near Plane and the Far Plane is a gradient between full transparency (no fog effect) and no transparency (full fog effect). Objects rendered at or beyond the far plane are fully obscured by fog effects. Objects rendered at or before the near plane are rendered at full visibility with no fog effects. The distance between the near plane and the far plane defines how quickly objects are obscured. The fog effect is achieved by changing the transparency of the water color and has no color in and of itself. To change the fog color, you must change the Shallow and Deep water colors.
* '''Fog Distance - Near Plane:'''
 
* '''Fog Distance - Far Plane:'''
''Note that the sliders use two scales: the thumb on the slider (which can be simulated with the scroll wheel on your mouse or the up/down arrows on the keyboard) moves the slider between 0 and 100% of effect. The text input box allows you to directly input a numeric value which varies depending on the property.''
 
* '''''Unlabeled dropdown list:''''' Use this to switch between editing Above Water fog properties and Under Water fog properties.
==='''Above Water Properties'''===
* '''Fog Amount:''' Controls the transparency of the Deep Color water plane. Values range between 0.0 and 1.0. At 0.0, the Deep Color water plane is completely transparent. At 1.0, the Deep Color water plane is fully opaque (no transparency). Default value: 1.0.
* '''Fog Distance - Near Plane:''' Sets the distance in game units below the surface of the water of the Shallow Color water plane. Values range between -1000 and 1000 game units. Default value: 100.
* '''Fog Distance - Far Plane:''' Sets the distance in game units below the surface of the water of the Deep Color water plane. Values range between -1000 and 1000 game units. Default value: 1000.
==='''Under Water Properties'''===
* '''Fog Amount:''' Does not appear to have any effect in Under Water editing mode.
* '''Fog Distance - Near Plane:''' Sets the distance in game units from the player at which fog effects begin. Values range between -1000 and 1000 game units. Default value: 0. (Setting this value to a negative number seems to increase the general murkiness of the water.)
* '''Fog Distance - Far Plane:''' Sets the distance in game units from the player at which fog effects achieve full potency. Values range between -1000 and 1000 game units. Default value: 1000.
<blockquote>Note: Setting the Far Plane value to a number less than the Near Plane value inverts the effects of fog (object visibility improves as the player moves away from the object) and can result in undesirable visual effects.</blockquote>


[[Category:Miscellaneous]]
[[Category:Miscellaneous]]
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