Game Development Community


#1
08/25/2005 (4:45 pm)
I guess it would be the same as in TGE... use particles.

Or try and write a shader to do it?
#2
08/25/2005 (4:46 pm)
Darn! I thought that this thread was going to show off a TSE waterfall. When you guys figure this out. Post a picture, please. :)
#3
08/25/2005 (8:57 pm)
Hum.. I am thinking non particle...

Here is one done in PS 2.0 everquest 2..
Well particle emitters could enhance it at the bottom and edges etc.

www.noobgames.com/screens/eq2waterfall01.jpg
#4
08/25/2005 (9:37 pm)
Hum... lets see if i can explain one way to do this in Torque terms. I think in this case what you're seeing in this screenshot is two waterblocks and a animated (i assume it is) DTS shape. The rocks in the stream most likely hide the seam between the upper waterblock and the specially built DTS shape of the waterfall itself. The seam at the bottom is probably hidden by some particles for the spray from the waterfall.

Now what would be really cool is if someone extended the waterblock to allow for a seamless waterfall object to be attached to a waterblock. I've got no clue how to go about doing that one.
#5
08/25/2005 (9:45 pm)
Waterfall Pack for TSE :)
#6
08/25/2005 (9:47 pm)
Does it come with the Rainbow Pack for TSE? Else i'm not buying! ;)
#7
08/26/2005 (4:32 am)
Just make a nice dts mesh with animated reflecty geometry and a few layers of alpha on it and animate the texture movement.. its all in the art guys!
#8
08/26/2005 (9:57 am)
Hum with the right shader applied it could be chocolate river and waterfall.
#9
08/26/2005 (10:13 am)
Ok what we need then is a way to make a mini TSE waterblock err.. well water we can apply to
DTS objects.
#10
08/26/2005 (10:15 am)
Chocolate rivers? *starts singing "Oompa-Loompa, doopity do"*
#11
08/29/2005 (1:06 pm)
It's the right approach to take a look at how other games do it. Tekken 5 has a pretty good waterfall scene where they do essentially what Phil said, make an animated dts with multiple layers moving at different speeds. Keep in mind, in acutal waterfalls, the water quickly becomes really foamy once it starts moving over the edge. To simulate the falling water, use particles - they break up the flat geometry look that you see in that EQ2 shot. Also, don't make falling water reflective - it's not very reflective, look at pictures for reference.
#12
09/11/2005 (9:16 pm)
I added a 2nd waterblock. The editor changes it's rotation so I have to restore it manually if I make a change
to the mission (very minor bug).

home.satx.rr.com/krograth/images/tse04.jpg
#13
09/11/2005 (9:18 pm)
Only problem is it just looks like a wall of water, not a water fall :-\
#14
09/11/2005 (9:35 pm)
Yea using a second waterblock like that doesn't seem like the right approach.
#15
09/11/2005 (10:25 pm)
I have no doubt that the proper use of particles on that waterblock would make it very convincing indeed. Add a strong current and some floating DTS barrels and you've got a fun lttle mini game.

--EDIT--

The only real problem I see is getting the transition at the top to look right. I suspect that can be hidden by foam and splash particles but it's not satisfying. A curved DTS shape would fit best, but getting the water blocks and the DTS appearance to match might be a problem.
#16
09/12/2005 (2:01 am)
I have the water flowing down.. now with some more rocks and proper particles it the next step.

I am tempted to pick up content pack 2. I guess those particles in the pack should work with TSE no problemo?