Furyo
05-01-2006, 06:37 AM
dod_rive is my upcoming map, and it's very slowly being built for a gameplay test on dod-federation some day this week. It's still very much alpha like
Here's where the problem is.
In this shot: http://perso.wanadoo.fr/froughol/907th/dod_rive/dod_rive0004.jpg
you can see that the water reflects everything as it should. In front of me is a small "bump" in the displacement that makes part of it emerge from the water. And as I come closer to it, and on top of it, as in the following shot:
http://perso.wanadoo.fr/froughol/907th/dod_rive/dod_rive0005.jpg
You can tell that the bridge reflection, as well as the nearby displacement shadows (river banks) have disappeared.
Cubemaps are of course built, and to the best of my knowledge, it's caused by the player line of sight conflicting with the water surface (sorta like as if the engine was confused about the player actually being in the water or not.
Did anyone else encounter this before and is there a fix (other than lowering the displacement so it doesn't stick out of the water that is....)
PS: The screens were taken with "simple reflection" only in the gfx settings, but "world reflection" acts the same way
Here's where the problem is.
In this shot: http://perso.wanadoo.fr/froughol/907th/dod_rive/dod_rive0004.jpg
you can see that the water reflects everything as it should. In front of me is a small "bump" in the displacement that makes part of it emerge from the water. And as I come closer to it, and on top of it, as in the following shot:
http://perso.wanadoo.fr/froughol/907th/dod_rive/dod_rive0005.jpg
You can tell that the bridge reflection, as well as the nearby displacement shadows (river banks) have disappeared.
Cubemaps are of course built, and to the best of my knowledge, it's caused by the player line of sight conflicting with the water surface (sorta like as if the engine was confused about the player actually being in the water or not.
Did anyone else encounter this before and is there a fix (other than lowering the displacement so it doesn't stick out of the water that is....)
PS: The screens were taken with "simple reflection" only in the gfx settings, but "world reflection" acts the same way