Guest Posted January 28, 2021 Posted January 28, 2021 I'm working on a mod where you have to navigate a maze in almost complete darkness, with just the light you brought with you, and the lower level of this maze is flooded with ankle-high water. This looks amazing in SE and adds a whole lot to the atmosphere of the place. In VR, however, no matter what water-improvement mods I install, the water always looks terrible, the main issue being it is too bright, sort of a cyan shade, and can be seen far beyond the range within which everything else disappears in darkness, what quite spoils the intended gameplay. As I do not want to do away with the water, since I have further plans with it, not just cosmetics, I really need to find a solution for this issue. Now, I have determined, or so I think, that the issue is mainly caused by a base bitmap that is (very clearly) always reflected by the water, regardless of lighting and the environment. This isn't very apparent in well-lit areas, but when it gets very dark, the contrast suddenly becomes very strong. So I think there might be a quite simple solution to this, i.e. replace the reflected bitmap with a darker version of itself, and everything should be fine. The only issue being, I have no idea where or what to look for. Can anyone please give me any hints, or any suggestions on other ways how to circumvent this issue? Many thanks!
Guest Posted January 29, 2021 Posted January 29, 2021 So, though I haven't found where the texture is, I found a way how to get rid of the irritating effect it produces. First, I learned that there is a class of objects called Water Type, under World Data. Here you can create an object which specifies various visual properties of water objects. This object then can be assigned to the water FX objects you actually insert into your cells. This is done by double-clicking on the given FX object in the object window and then selecting the Water Type object from a drop down menu. You should definitely make duplicates of both the Water Type and the Water FX objects, before making any changes, i.e. change and use the renamed duplicates. The settings are very unintuitive, and it took me one whole day before I figured which ones do what. There is a wiki article, on the settings, https://www.creationkit.com/index.php?title=WaterType ,but many of the descriptions leave a lot of room for interpretation. Eventually, I determined that the annoying texture can be turned off entirely, by moving the Reflectivity Amount and Reflection Magnitude, in the Water Properties tab of the selected Water Type all the way to zero. The most important settings then, which determine the translucency and apparent shade of the water (apart from the color tab, which is fairly self-explanatory) are in the Fog Properties tab. Even small changes can have very dramatic effects here, and it is not entirely clear what a negative fog distance number can mean, but in my case I found the sweet spot with a slightly negative near fog distance (around -200) and a far distance of 260, with a fog amount of 0.6. But this will vary very much depending on the environment you are working with. The question, where the reflection texture is located, still stands, but with the above information, fortunately it has become mostly academic. I'm still interested, though, if anyone can answer it.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.