Testing a scripted wet surface effect that uses water terrain tools to make the ground and other objects look wet and reflective.
It’s still a little messy, but it’s something I’ve been putting time into from time to time.
It’s really nice. However, I feel like the lamp posts’ lighting is ruining the feel of it. Overall, I like the theme of the game and the reflection really fits in. Reminds me of the Hardboiled City from Egg Hunt 2018, which was epic.
The way I did it was that I wrote a script which drew a ray from a part above the map, and placed water above each part. Voxels are 4x4 however, so all the parts in the map are 4x their normal scale. It’s nothing too fancy though, took me 30 minutes. Ship’s example is a lot more detailed.
Neat!. I’ve got a lot of stuff like this I’ve made over the years but I don’t want to spam the thread. I might put it together in one big, fully fleshed out game, so stay tuned!
Again, my example isn’t a transparent part on water. The water is scripted to be placed inches above a resized part.
as you can see here, the water flows on top of each part. To clarify, the whole idea here is to create a system that will work in any map setting without having to fine-tune it or make the water yourself.
The water can also be seen on a vertical object - seen here reflecting a lamppost. This is a feature I plan on improving: