Mapping underwater
#7

Well, as long as the player is above the water (z > 0.0), the objects that should be invisible above water are made invisible (Using SetObjectMaterial). And when he gets below 0.0, they are set to the normal textures.

But as I said that is a lot of work for the cpu if there are many players and/or objects, since the objects must be visible per-player.

If this is what you mean. If you mean the bug, it could be worked-around with the above mentioned script, but would be ugly.
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Messages In This Thread
Mapping underwater - by Ciarannn - 26.02.2015, 20:43
AW: Mapping underwater - by NaS - 26.02.2015, 20:49
Re: AW: Mapping underwater - by Ciarannn - 26.02.2015, 22:31
Re: Mapping underwater - by semara123 - 26.02.2015, 22:49
Re: Mapping underwater - by Crayder - 27.02.2015, 01:52
Re: Mapping underwater - by Ciarannn - 27.02.2015, 06:50
AW: Mapping underwater - by NaS - 27.02.2015, 12:52
Re: AW: Mapping underwater - by Crayder - 27.02.2015, 13:56

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