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TerrainWaterDemo water working...

by Giorgio Zanetti ( JoZ ) · in Torque Game Engine Advanced · 03/22/2007 (5:55 am) · 8 replies

Hi, I just copied the demo folder in the SDK to use it as my mod folder...
I was thinking that in order to set up a water block like the one in the TerrainWaterDemo would be enough to copy parameters for it from the TerrainWaterDemo mission and put paste them in my mission and copy the data/water folder content in data/water folder of my mod...
But instead I only see a blue surface instead of the stunning effect of the water in TerrainWaterDemo...

What I'm missing?

Tnx ;)
JoZ

#1
03/22/2007 (6:34 am)
Hi JoZ,

I suspect you're missing the normal maps etc from the sdk\example\terrain_water_demo\data\water folder. Copy the entire 'water' folder to your mod_folder\data\ and it should be nice and shiny again.

Andy
#2
03/22/2007 (6:41 am)
This is exactly what i've done and to be sure redone again...
But not success :(
I still seeing an odd blue that flickers a bit when rotating the view...
I really cannot figure out what I'm missing...
JoZ.
#3
03/22/2007 (6:44 am)
Oops.. Looks like I didn't read your original post all the way through :\

Sorry about that! /me thinks...
#4
03/22/2007 (6:47 am)
There are some shader definitions for the water in terrain_water_demo/client/scripts/shaders.cs that aren't in demo/client/scripts/shaders.cs. Have you copied those shaders over?
#5
03/22/2007 (11:37 am)
@ Eikon -1: Don't worry... :)

@ Eikon -2: For sure, no! Eheheheh tnx I've tryed and all now it's ok ...
Many tnx,
JoZ
#6
03/22/2007 (8:32 pm)
It's way better to use the "terrain_water_demo" folder as the basis for custom mods. The "demo" folder seems to have lots of things missing.

Incidentally, if anyone responsible for official GG documentation is reading: this question comes up repeatedly and should really be placed in a "getting started" type page somewhere.
#7
03/23/2007 (12:48 am)
Or do what I did and use Alienforce's starter.fps port here.
#8
03/23/2007 (4:05 am)
Good idea ;)
JoZ