TGE River Test
by Apparatus · 06/19/2008 (5:45 pm) · 24 comments
I used the waterfall as a test for some rapids (that waterfall water must go somewhere - or come from somewhere for that matter); what I did actually was set to planes in a row at a distance (to simulate the cascade style) and added flat rocks to mask out the connection; as well added particle splashes and the effect was complete;
on to create slower movement for the water, river texture (not as much foam) and river bank stuff (rocks, foliage patches etc.)
Since the foliageReplicator doesn't seem to work on small areas, I made myself some nice patches of various vegetation - rapids, orchard, dry for roads.
Hope you enjoy. More on the way.



on to create slower movement for the water, river texture (not as much foam) and river bank stuff (rocks, foliage patches etc.)
Since the foliageReplicator doesn't seem to work on small areas, I made myself some nice patches of various vegetation - rapids, orchard, dry for roads.
Hope you enjoy. More on the way.



About the author
Tarakibu Studio
#2
06/19/2008 (6:01 pm)
Damn.... all I can say
#3
Just goes to show that it is less about polycount and fancy effects and *much* more about good solid artistic composition with the tools at hand =)
06/19/2008 (6:25 pm)
Awesome!Just goes to show that it is less about polycount and fancy effects and *much* more about good solid artistic composition with the tools at hand =)
#4
06/19/2008 (6:28 pm)
Wow, that's pretty!
#5
06/19/2008 (6:36 pm)
Not bad.
#6
06/19/2008 (6:54 pm)
Awesome job! Great to see you putting out more work.
#7
This is coming from a non-TGEA user (just oogled at the demo), but wouldn't you be able to use the material system to do some refraction/reflection work on it? Also, is it possible to use some physical zones and water blocks to simulate boyancy and current?
06/19/2008 (7:25 pm)
Sweet!This is coming from a non-TGEA user (just oogled at the demo), but wouldn't you be able to use the material system to do some refraction/reflection work on it? Also, is it possible to use some physical zones and water blocks to simulate boyancy and current?
#8
06/19/2008 (7:48 pm)
Probably; i will see to it.
#9
06/19/2008 (7:54 pm)
You've been putting out an amazing quantity of high quality work, Apparatus.
#10
06/19/2008 (8:37 pm)
Awesome. I've always wondered if someone would come up with a solution for rivers in TGE.
#11
06/19/2008 (10:51 pm)
Where did you get the rock face texture along the cliff? I want it :)
#12
06/19/2008 (11:03 pm)
cgtextures.com; a free textures resource, though mine is edited; beware, they offer raw images, not game-ready stuff.
#13
06/19/2008 (11:16 pm)
That is looking fantastic App! I particularly like the rock face texture. I can see some minor inconsistencies, but even so that is easily the best rock wall in TEG(A) I have ever seen. Awesome work dude!
#14
06/19/2008 (11:19 pm)
Wow! Very cool, looking forward to updates!
#15
06/20/2008 (2:36 am)
that is really amazing work.
#16
06/20/2008 (3:19 am)
so pretty :)
#17
06/20/2008 (8:27 am)
Wow it looks stunning, great work there with it
#18
06/20/2008 (10:42 am)
Apparatus, I never explored Torque water very much, but I remember we can set flow and waves. You can see it at Stronghold mission and even a more troubled water in that green character demo (dunno if it's still in the SDK). How does this waving property goes with your work?
#19
06/20/2008 (11:48 am)
@Adib - i don't use the water datablock, though I guess it can be used for some surfaces (not rapids on multiple levels);
#20
Extermely nice!
06/20/2008 (4:04 pm)
Thats really nice work. But I think maybe the waterfall should fall in to a larger pond.Extermely nice!

Associate Tom Eastman (Eastbeast314)