Re: Underwater effects

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Chris Thornborrow (chris++at++avalon.manchester.sgi.com)
Mon, 20 Jan 1997 09:29:25 +0000


OK I'll get laughed off the list for refering to a game but have a look at Tomb
Raider. As near as I can work out, the effects for underwater are as follows:

1) Semi-transparent flat polygon on surface, texture mapped with ripples.
Texture map for ripples is time based and animates.

2) All surfaces under the water (besides being texture mapped nicely) appear to
be broken into regular grids. The corners of said grids have a material applied
which varies with time. The brightness of the material application seems to be
a sinusoidal time variable. Each corner starts at a different brightness of
course. This is gouraud shaded and combined with the texture map. All material
colours are blue-green compared to surfaces outside the water.

3) 3-4 polygons are used to give bubble effects off any moving object by using
transparent textures.

4) Sound underwater is deadened (except atmospheric music). This is incredibly
effective and is perhaps the single biggest contributing factor.

5) Geometry close to the surface is lighter in colour.

There are other things such as moving through the water requires you to press
direction and power buttons (not just direction) which makes you feel like its
an effort to move through it ! However, these are probably less relevant.

Chris.

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