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Posted (edited)

So one of things that has always bugged me is how under water gui's  dont become more opaque at distance. How would I edit this so it behaves more like a fog light..?

Edited by Bikerdude
  • Like 2

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Posted
6 hours ago, Bikerdude said:

So one of things that has always bugged me is how under water gui dont become more opaque at distance. 

Yeah I hate this as well. It's one of the reasons some of my missions have that really dark water.

TDM Community Github: https://github.com/thedarkmodcommunity

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With Kerry000: The Hare in the Snare, Part 1, 

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

  • 2 months later...
Posted
On 6/15/2026 at 9:47 PM, Arcturus said:

One problem is that the surface is displaced while the fog is not.

I don't understand the problem. I see nothing wrong in the video.

Posted

@datiswous There's a gap between the water waves and the underwater GUI, fog and mirror below.

water)_surface.thumb.jpg.69ba27ecd568df68cc3bc4d704112422.jpg

Here I added another "liquid" object, but upside down. This way the sky is distorted when player is underwater:

  • Like 2

It's only a model...

Posted (edited)

That looks very cool but sorry for my ignorance, as I've not messed with itech4 stuff or a long time now, but is not possible to just make the water surface material two sided? 

Instead of putting a upside down mesh that causes that gap between the two. Thou perhaps is not possible, because this inverted mesh trick, was done in AAA games, for example FarCry 1 also has this gap, so does Oblivion and Skyrim, I even exploited it sometimes to see what was underwater. :) 

Edited by HMart
Posted

Very strange, in principle that should only affect the material display not care about the model or entity it is on, thou thinking about it, perhaps the material code dealing with two sided cannot deal with moving/displacing surfaces. 

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