Water Rotation and Scaling
by Edward F. Maurina III · in Torque Game Engine · 09/05/2002 (6:11 pm) · 2 replies
I've been playing with the engine for about three weeks now (yeah, member for over a year and just now using it...). Anyway, I gave water a close study yesterday, without code digging, and had troubles with several things:
1. Rotation - I could not for the life of me rotate the waterblock. I could rotate the block representing the mass of the water, but the top texture would not rotate. Re-starting after saving made no difference. BTW, any idea what that fourth arguement is for rotation. It seems to behave like:
2. Scaling - I noticed long ago that not all the parameters are used and that scale seemed to control the size of the water. Unfortunately, although the z scale reacts to any value I put in, x and y only adjust in increments of 32. I have the feeling this is based on some other engine (hopefully) scripted parameter, but I can't find it.
3. Translation - This works, OK, but it does not allow arbitrary placement, but aligns to specific boundaries. Basically, it snaps to grid for x and y. Z allows arbitrary values.
Whew...long post. Any idea or insights will be appreciated.
Thanks,
Ed
1. Rotation - I could not for the life of me rotate the waterblock. I could rotate the block representing the mass of the water, but the top texture would not rotate. Re-starting after saving made no difference. BTW, any idea what that fourth arguement is for rotation. It seems to behave like:
2. Scaling - I noticed long ago that not all the parameters are used and that scale seemed to control the size of the water. Unfortunately, although the z scale reacts to any value I put in, x and y only adjust in increments of 32. I have the feeling this is based on some other engine (hopefully) scripted parameter, but I can't find it.
3. Translation - This works, OK, but it does not allow arbitrary placement, but aligns to specific boundaries. Basically, it snaps to grid for x and y. Z allows arbitrary values.
Whew...long post. Any idea or insights will be appreciated.
Thanks,
Ed
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#2
see this thread:
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=6770
09/06/2002 (7:30 am)
i made a function that converts from xyz rotation to the funky 4 number matrix rotation used by torque. Probably wont work in the map editor though.see this thread:
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=6770
Torque 3D Owner Eric Forhan
It seems as though there's a way to rotate the textures rather than the waterblock, though I must admit I don't know why one would want to do this. :-) I messed with the water variables a few months ago, but don't remember many of the details. I have enough trouble remembering if "remove wet edges" means "fill all holes to this level" or if it means "keep within a defined perimeter". lol