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Water rotation

PostPosted: 21 Jun 2009, 00:50
by JBSnorro
The algorithm responsible for the watertilerotation is still unknown to us, but with the most simple idea in mind I created this(rename to exe, .NET 2.0 required). I cannot judge whether it is any good, but the waves seem to move in the expected direction.
The simple idea is to get an array of colors used in the texture, order them from lightblue to darkblue. Then foreach timestep foreach pixel set the pixel to the color at the incremented pixelindex in that array(and of course use mod).

I don't know whether this is the same as the original, I suspect it isn't, but it does look similar

PostPosted: 22 Jun 2009, 12:05
by Thunderwolf
Hey, it looks like kam for as far as I can see.

PostPosted: 22 Jun 2009, 13:46
by merchant_992
It looks like it. But I think it isn't really KaM.

PostPosted: 22 Jun 2009, 21:42
by Krom
Thats not KaM at all... :(

EDIT: I took a second look.. still it's a good estimation you've done :)

I did solved the case by printscreening ~100 screens from KaM and got all animation data KaM has for water, waterfalls and swamps.. I'm willing to share the whole thing, just have no free time for it yet.

KaM Remake will feature it in upcoming demo.

PostPosted: 23 Jun 2009, 17:04
by JBSnorro
I did solved the case
You solved it? :|
In that case I won't bother looking at more screenshots and wait untill you've got time to explain it. Whenever it suits you

PostPosted: 23 Jun 2009, 17:32
by Krom
See this topic: http://www.atfreeforum.com/knights/viewtopic.php?t=458&highlight=&mforum=knights

I wish I could make neat waterdemo exe as you did..