| 09-25-2004, 04:29 PM | #1 |
Anyone know how to do this? My tileset right now is Sunken Ruins, to get the sand underwater effect. How can I make it look underwater? I was thinking of making all units swimming, but the problem is the dirt tile for sunken ruins is targeted as ground, so they cant move. Anyone know how to make it seem underwater, using hte dirt tileset on sunken ruins as a base? Maybe increase their height field so they are hovering, make em swim them in the air? How can this be done? |
| 09-25-2004, 04:34 PM | #2 |
Guest | I suggest giving the map Blue Fog, perhaps a custom Blueish sky and moonlight. Then go to triggers and make a blue but transparent fade filter. Make it about 20% transparent so that the player can see through it, and so that it still looks a bit underwater. You won't be able to see the result while in the Editor, so you'll have to test the map in order to see it. -Satanas |
| 09-25-2004, 04:35 PM | #3 |
Yes, all characters floating on different heights would be good. Make sure to have them on "Hover" using their "Swim" animation only. Also, add Moonrays as a weather effect, as if light is breaking through the watersurface into the depths. Have the bubble doodad placed on an elevated height above characters. Have the fish doodads on several elevated heights. Make the map's fog 45% on black or darkblue. |
| 09-25-2004, 05:35 PM | #4 |
Thanks alot for the help |
| 09-25-2004, 07:10 PM | #5 |
I dont know how to change his regular walk animation to swimming... how do u do this? |
| 09-25-2004, 07:36 PM | #6 |
I think you can do it with triggers. Animation- Play unit animation. Or if you want you can always switch the animations names in the .mdl file. (think it works.) |
| 09-25-2004, 07:42 PM | #7 |
Guest | I think the only way to do it is to edit the .mdl file. I doubt there is a way to use triggers to change current animations. |
| 09-25-2004, 08:07 PM | #8 |
This only works for units that have a swimming animation. Put in the art - required animations names: swim |
| 09-25-2004, 08:34 PM | #9 |
naga units have those animation... also the sheep unit has one interesting enough |
| 09-25-2004, 08:47 PM | #10 |
Well, in my map there are a couple sections of the map that have shallow water you can walk on. When you cast an ability, it creates a deep crater that turns the shallow water into extremely deep water, BUT you can still walk under it, and there's even fish still under the water. This makes it seem as if part of the level is underwater. The only thing I can tell you to do is have a trigger on initialization that creates a permenant crater across the entire map area. This might cause some heavy lag, but as long as the original terrain is shallow water, it'll turn the entire level into an underwater level, which you can still walk under. To give it the swimming effect, just change the height of the unit, and maybe use some Naga's for their swimming animations. |
| 09-25-2004, 08:51 PM | #11 |
Guest | Yeah, but doesn't it affect visibility? I mean can you still see the units if they're very deep underwater? |
| 09-25-2004, 09:09 PM | #12 | |
Quote:
Water doesn't block the light.. it still has the same visibility effects of shallow water. |
| 09-25-2004, 09:12 PM | #13 |
Guest | In this case it should work better than any of the ways listed above. |
| 09-25-2004, 09:17 PM | #14 |
Adding swim to required animations dosnt work. :god_help_us: How do you change the .mdl? |
| 09-25-2004, 10:32 PM | #15 | |
Quote:
You'll have to open the model in a program like 3dsmax and animate it to swim yourself, but trust me.. animating is NOT easy. If you can find another model with the swim animation, theres an animation transfer tool in the mdl editing corner in the model/animation forum. You can transfer with swim animation to your model. |
