Setting world terrain under water
by Simon Goodchild · in Torque Developer Network · 09/13/2007 (2:27 am) · 5 replies
Sorry noob question!
I would like to set my game under water, with a surface level high up and the ability to take the "ground" much lower, effectively "flooding" the terrain.
I've tried to find a simple solution - sure it's out there!!! - but failed, can anyone give me some help?
Thank you!!!
Simon
I would like to set my game under water, with a surface level high up and the ability to take the "ground" much lower, effectively "flooding" the terrain.
I've tried to find a simple solution - sure it's out there!!! - but failed, can anyone give me some help?
Thank you!!!
Simon
#3
Here's another step by step guide I found in case it's of use to others:
1. Start SDK
2. Open any mission (preferably Tech School).
3. Start the Mission Editor
4. Switch to the Creator tool
5. Switch to Free-camera mode and move the camera up a few meters
6. Look somewhere near your character.
7. Insert a new water block (Mission Object Enviornment Water)
8. Just Click OK for the dialog that comes up
9. Switch to the Inspector tool.
10. Click on the water block.
11. Click the 'Expand All' button.
12. Change MediaSurfaceTexture to 'egt/data/water/howwater0'.
13. Make sure Debugging->UseDepthMask is NOT checked.
14. Set SurfacesurfaceOpacity to 1.0
15. Set SurfaceenvmapIntensity to 0.0
16. Click Apply
09/13/2007 (6:08 am)
Thanks Caleb - tried searching the site, but couldn't find that page - will look now!!Here's another step by step guide I found in case it's of use to others:
1. Start SDK
2. Open any mission (preferably Tech School).
3. Start the Mission Editor
4. Switch to the Creator tool
5. Switch to Free-camera mode and move the camera up a few meters
6. Look somewhere near your character.
7. Insert a new water block (Mission Object Enviornment Water)
8. Just Click OK for the dialog that comes up
9. Switch to the Inspector tool.
10. Click on the water block.
11. Click the 'Expand All' button.
12. Change MediaSurfaceTexture to 'egt/data/water/howwater0'.
13. Make sure Debugging->UseDepthMask is NOT checked.
14. Set SurfacesurfaceOpacity to 1.0
15. Set SurfaceenvmapIntensity to 0.0
16. Click Apply
#4
09/13/2007 (6:58 am)
Creating a city or objects underwater are very easy to do. I highly recommend you check out the swimming mods as well. Here is a example of a properly tinted water block underwater. looking at a sunken piece of a city.
#5
Now to spend several hours playing with all the water options!!!!
Thanks all, I've been really impressed with the forums here, a couple of posts have resulted in quick and super help! :)
09/13/2007 (7:54 am)
Thanks - I'm getting there now! :) I found a couple of swimming mods (one with crouch and so on, and one that just requires a single change to a script), the latter being just what was required.Now to spend several hours playing with all the water options!!!!
Thanks all, I've been really impressed with the forums here, a couple of posts have resulted in quick and super help! :)
Torque Owner Simon Goodchild
But struggling to get any textures to appear, and so on - is there a little online idiots guide to waterblocks anywhere??
Or a little step 1 to 10 guide would be even better!
Thanks!!!