Water issues and questions
by Foestar · in Torque Game Engine · 09/19/2008 (8:03 pm) · 9 replies
Howdy, i'm sure there have been questions on water in the past. But I was wondering about how to add water to my map, but in a certain way on a model I made. I've seen water tutorials for placing bodies of water on terrain. But I want it in a certain spot on my model
As you can see in the bottom center point of my picture I have added a small little fountain area. I wanted to put water there, but I wasn't sure if there was a specific way I should do it. Should I just follow along with a general water tutorial? Or will the water not cut off where I want it too? Just wondering how I should go about this.
About the author
Foestar Entertainment Biohazard Entertainment
#2
If the area you want to put water is not rectangular, you may have some problem. For the area above, as the area seems like rectangular, you can locate small rectangular waterblock there and adjust the height of it. It will give you the result you want.
09/20/2008 (1:15 am)
More than one waterblock is possible in one mission. You can set its property, like area and height differently from others.If the area you want to put water is not rectangular, you may have some problem. For the area above, as the area seems like rectangular, you can locate small rectangular waterblock there and adjust the height of it. It will give you the result you want.
#3
09/20/2008 (2:27 am)
If your using TGEA you can just export a simple DTS plain with the right shape and give it the water material, it's not like your player will swim in it.
#4
09/20/2008 (3:37 am)
So the answer is that water doesn't flood-fill DIFs like it does with terrain?
#5
You can't give a DTS the water material and expect it to work. There are parameters that have to be set and these are set in the waterblock code.
It doesn't in either case, as far as I remember.
09/20/2008 (4:50 am)
Quote:
If your using TGEA you can just export a simple DTS plain with the right shape and give it the water material, it's not like your player will swim in it.
You can't give a DTS the water material and expect it to work. There are parameters that have to be set and these are set in the waterblock code.
Quote:
So the answer is that water doesn't flood-fill DIFs like it does with terrain?
It doesn't in either case, as far as I remember.
#6
Just wanted to know if I had it correct what the IFL is.
~Hong Jin Park, I could use multiple waterblocks. But since my fountain is like half of an octagon I would have to position them in a way they would overlap each other. Wouldn't this cause problems with the graphics?
09/20/2008 (8:55 am)
So I was reading up on IFL's. So it's pretty much textures in a sequence on an object to form a moving texture kinda like a gif? Not a bad idea. But wouldn't that mean I would need an object to put it on, which then would require me not to put a hit test on it. After all, it is water i'm making. So if the player decided to jump in the fountain, they could stand in the water.Just wanted to know if I had it correct what the IFL is.
~Hong Jin Park, I could use multiple waterblocks. But since my fountain is like half of an octagon I would have to position them in a way they would overlap each other. Wouldn't this cause problems with the graphics?
#7
09/20/2008 (9:38 am)
Now as far as adding it in the model, like the small cistern in the front of the castle, unless the players actaully need to walk in it and splash. I would simple create a texture for your water, and add it on top. Or if you need to see the bottom, create a DTS with a transparent layer on top to create the illusion of the waters surface. and have the second bottom texture at the bottom of the DTS. You may even have to replace the entire water feature to get the proper effect. But adding a water block inside the castle might not be the solution.
#8
You have ifls correct. If the water is for a fountain or pond, an ifl would work fine. Just don't add a collision mesh and the player can stand knee deep in the water. Add transperancy, and you have a winning combo.
This screenshot shows a waterfall and a pond created as an ifl It also shows the transperancy in my water texture as you can see the rock sides thru the water. For small ponds and pools, it works great. If you need a splash, you can make it so that the player will recognise it as water and the players splash should work. (haven't tried it yet tho)
09/20/2008 (2:10 pm)
@ Foestar, You have ifls correct. If the water is for a fountain or pond, an ifl would work fine. Just don't add a collision mesh and the player can stand knee deep in the water. Add transperancy, and you have a winning combo.
This screenshot shows a waterfall and a pond created as an ifl It also shows the transperancy in my water texture as you can see the rock sides thru the water. For small ponds and pools, it works great. If you need a splash, you can make it so that the player will recognise it as water and the players splash should work. (haven't tried it yet tho)
#9
09/22/2008 (12:00 pm)
Quote:It doesn't in either case, as far as I remember.Eh? I can place a small square water block, and check 'flood fill' (or some similarly-named setting) and have the water fill to match the terrain nicely.
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