Water
by Samir Gupta · in Game Design and Creative Issues · 01/29/2007 (4:57 pm) · 10 replies
So I've tried to add water in my mission from Window -> World Editor Creator -> Mission Objects -> Environment -> Water. The small window comes up, I give the water block a name, relocate it and add textures in the Media section for the water block properties.
It doesn't look like water, just a shiny square that waves.
I'm sure I'm probably just doing this wrong, so I'm asking how adding water is done properly. Please help!
It doesn't look like water, just a shiny square that waves.
I'm sure I'm probably just doing this wrong, so I'm asking how adding water is done properly. Please help!
About the author
#2
02/04/2007 (5:38 pm)
I cant even find my water once i've made it. I change the location, scale, texture, everything, but i cant find it. I fly around the entire map, but i cannot find it.
#3
02/04/2007 (8:37 pm)
I had that same problem a while back, easiest thing I found was going to the mission files of a mission that has water, copying that part and bringing it to your mission. Than you can easily adjust it to what you want.
#4
there's gotta be an easier way.
i even tried this with a brand new .mis file. I create water, and it's not in the game.
I know the world is experiencing a water shortage, but really, there's gotta be some digital water somwhere.
02/04/2007 (10:22 pm)
I gave that a quick shot, didn't work. it just messed up all my textures and made the game stop drawing 90% of polygon's at random.there's gotta be an easier way.
i even tried this with a brand new .mis file. I create water, and it's not in the game.
I know the world is experiencing a water shortage, but really, there's gotta be some digital water somwhere.
#5
02/04/2007 (11:32 pm)
You copied just the part of the mission file that said new waterblock() etc etc, right?
#6
what's odd is that this has to be an option. Shouldn't creating water be just as easy as creating an interior, or a tree, or something? what's causing these problems?
02/05/2007 (7:38 am)
Yup, seemed logical, but it didnt' work.what's odd is that this has to be an option. Shouldn't creating water be just as easy as creating an interior, or a tree, or something? what's causing these problems?
#7
The default height is always below the terrain.
So set the height of the waterblock to about 50 feet so it'll be above the terrain.
And the default location seems to be the edge of the base map
and the size is 32 - so it's not visible near the camera.
So change the location to the location of the camera.
02/05/2007 (9:35 am)
When I've lost the WaterBlock it was always for two reasons:The default height is always below the terrain.
So set the height of the waterblock to about 50 feet so it'll be above the terrain.
And the default location seems to be the edge of the base map
and the size is 32 - so it's not visible near the camera.
So change the location to the location of the camera.
#8
what i didnt' know was that you CANNOT see water from underneath.
Also, my water bodies dont have an X,Y,Z thingy, so i coulnd't see that either. But once i found the body and started editing the XYZ manually, wow, it worked well.
is there any way to give my water bodies an XYZ mover thingy? dunno what it's called.
02/05/2007 (4:07 pm)
Wow, i got it to work this time.what i didnt' know was that you CANNOT see water from underneath.
Also, my water bodies dont have an X,Y,Z thingy, so i coulnd't see that either. But once i found the body and started editing the XYZ manually, wow, it worked well.
is there any way to give my water bodies an XYZ mover thingy? dunno what it's called.
#9
06/04/2007 (11:24 am)
If you go into the Inspector you can select the water object which should put the gizmo (aka XYZ thingie) onto the water object.
#10
06/06/2007 (6:05 am)
I had the same problem and i turned off depth mask, add media, and increase the scale to get it to work.
Torque Owner Mike Henry
I'm getting pretty good results with:
UseDepthMask = "1";
surfaceTexture = "~/data/water/Water256.png";
ShoreTexture = "~/data/water/Water256.png";
liquidType = "OceanWater";
surfaceOpacity = "0.5";
envMapIntensity = "0.4";
ShoreDepth = "2";
DepthGradient = "1";
MinAlpha = "0.2";
MaxAlpha = "1";
tile = "0";
removeWetEdges = "0";
specularColor = "1 1 1 1";
specularPower = "6";