No more particle waterfalls, its all in the river Editor.
by Thomas Champion · in Torque 3D Professional · 11/13/2011 (7:05 am) · 25 replies
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#2
11/13/2011 (5:28 pm)
Thats true to, i have the video made of how to make the waterfall with the river editor, reformating to a wmv file, the 389 mgb avi was a little to much for you tube. but i done a difrent one with another vid caps, the quality is off a little but its still good, and i pretty much get into the details of all the settings , where to start, and what to look for and stuff, as soon the conversion is done im going to try to find a place to upload it, and post the url here, or try to add the player here to watch it on this page.
#3
I already know the quality and the file size is smaller to upload. It post to youtube quicker too since it is already flv.
I use winff. http://winff.org/html_new/
11/13/2011 (5:36 pm)
Convert it to .flv yourself. I always do before I upload to youtube.I already know the quality and the file size is smaller to upload. It post to youtube quicker too since it is already flv.
I use winff. http://winff.org/html_new/
#4
11/13/2011 (6:06 pm)
or just use fraps, then upload that using windows live movie maker....
#5
11/13/2011 (6:16 pm)
Personally I record with FRAPS and then use Virtual Dub with x264 codec to make the resultingly huge AVI file a saner file-size for YouTube upload. At 720px quality is fine with a little loss of intensity of colour.
#6
11/14/2011 (10:49 am)
well i cant get the links to add the player here, i dont the forum code for adding it.
#7
11/14/2011 (10:56 am)
I actually dont think it looks very good at all. I dont know why people are so advers to using a scrolling texture and some particle emmitters for mist. Its not that difficult to do and with a good texture can create some very nice looking waterfalls. It is the same method used in games such as Uncharted. take a look next time you play get up close and you will see it is nothing more than a static plane with a scrolling texture with some creative uses of the alpha channel and some particle emmitter. It is also the way they are created in the pacific demo.
#8
http://www.youtube.com/watch?v=FfuJcyAp2A4
I am trying now to add all 3 parts of the tutorial in youtube video on this page, but i dont know the tags.
11/14/2011 (11:07 am)
go to this adress and look at the water fall with the river editorhttp://www.youtube.com/watch?v=FfuJcyAp2A4
I am trying now to add all 3 parts of the tutorial in youtube video on this page, but i dont know the tags.
#9
With the river editor method, however, you get water behavior when your player steps in it or enters the waterfall.
It's all about how you want it to act and look, I guess. Each method is suited to a particular workflow, and we all know how personal those are. Personally, I think a combination of the two (river with particle spray) looks pretty good.
11/14/2011 (11:15 am)
@Ken - sometimes the older way looks better. The main thing about the older method to me is that you have absolute control of the way it looks.With the river editor method, however, you get water behavior when your player steps in it or enters the waterfall.
It's all about how you want it to act and look, I guess. Each method is suited to a particular workflow, and we all know how personal those are. Personally, I think a combination of the two (river with particle spray) looks pretty good.
#10
lots of ways to use the tools in the engine than just one.
By the way the icon im using looks nothing like the waterfall in the game. i had to add color and stuff to make the giff.
All 3 links are posted at top for the Video tutorial on making rivereditor water falls now.
11/14/2011 (11:20 am)
i still dont use the particle editor for the spray, i use the parcipitation , uncheck follow player. then scale down the size of the bottom of the falls, add a cple thousand and the drops hiting bounce up making it look more real as well, you have alot of options on size of texture , size of animated drops, and you can turn it over and use it to make smoke funnels on cold water. ill make a video showing how to use percipitation to do that one day.lots of ways to use the tools in the engine than just one.
By the way the icon im using looks nothing like the waterfall in the game. i had to add color and stuff to make the giff.
All 3 links are posted at top for the Video tutorial on making rivereditor water falls now.
#11
11/14/2011 (11:50 am)
Click the "MarkupLite is enabled" link for info on how the site uses tags.
#12
All parts are in video now so everyone can see the benifits of using the rivereditor over the particle editor for waterfalls.
I didnt add this to teach old dogs new tricks, i done it so the newcomers to 3d game engines and to torque would have an alternative way to make waterfalls than just a layered png and particles.the old way was good and looked nice. but this is my preference for making them.
11/14/2011 (11:52 am)
Thank you steve !!!!All parts are in video now so everyone can see the benifits of using the rivereditor over the particle editor for waterfalls.
I didnt add this to teach old dogs new tricks, i done it so the newcomers to 3d game engines and to torque would have an alternative way to make waterfalls than just a layered png and particles.the old way was good and looked nice. but this is my preference for making them.
#13
11/14/2011 (2:19 pm)
I like this way, especially because its real water.
#14
might be a oversite on the dev teams part.
add a cple water blocks then change the foam in one and you will see.
11/15/2011 (1:07 pm)
christian, it dosent effect the other waves or ripples of the water blocks but the foam is effected in them all. thats the only thing. if you make the foam brighter or change the size of the texture or depth of the foam you will see it everywhere you have water blocks.might be a oversite on the dev teams part.
add a cple water blocks then change the foam in one and you will see.
#16
11/22/2011 (3:34 pm)
That is a nice one ,for sure.
#17
I think what you want is a tool that does it for you ;)
11/22/2011 (3:46 pm)
You can make water like Skyrim in T3D.I think what you want is a tool that does it for you ;)
#18
Only thing is,i was thinking old school, when the .mis ,and .ter was in the same folder. so i have my terrian but i have to redo my water fall and replace all 1000 to 1300 items back into the map.
3 weeks of adding ,scaling,rotating ,placing,and locking.
Theres something that allways comes back to bite me in the $%$
After i done the uninstall ,and installed AFX. I slaped myself because i didnt take out the folder with my .mis file in it.
But yea i was going to add some effects at the bottom of the fall. and on the top ,and middle and speed up the water to have more of a real feel for falls.
when i get one polished i will post a small video of it next to the semi polished one.
11/22/2011 (4:30 pm)
Well i kinda messed up. I bought AFX and i took my shapes folder and folder with my .ter file out ,and all my skys and other stuff.Only thing is,i was thinking old school, when the .mis ,and .ter was in the same folder. so i have my terrian but i have to redo my water fall and replace all 1000 to 1300 items back into the map.
3 weeks of adding ,scaling,rotating ,placing,and locking.
Theres something that allways comes back to bite me in the $%$
After i done the uninstall ,and installed AFX. I slaped myself because i didnt take out the folder with my .mis file in it.
But yea i was going to add some effects at the bottom of the fall. and on the top ,and middle and speed up the water to have more of a real feel for falls.
when i get one polished i will post a small video of it next to the semi polished one.
#19
Artistry is an amazing tool if used creatively.
11/22/2011 (6:38 pm)
A waterfall mesh doesn't necessarily have to be a flat plane. Throw in some particles or precip to make some foam and splash and you can easily replicate what you see in Skyrim. If you want caught-in-the-rapids behavior of the player when he/she is in the fake water a physical zone or two can be your friend.Artistry is an amazing tool if used creatively.
#20
11/22/2011 (11:37 pm)
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Torque Owner Christian S
Oak-Entertainment
And, emitters can come to good use along with strategic placed boulders and cliffs.