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Pools of Water at Multiple Heights?

by Brian Colin · in Torque Game Engine · 04/20/2004 (8:44 am) · 11 replies

Pools of Water at Multiple Heights?

We're working on a project that requires us to have severals pools of water at varying heights.
I.e., such as a player might encounter as he/she travels down a mountainside.

We're having trouble "containing" the water effect, however. When I go to all other areas of the map that are lower than my highest pool, the water effect kicks in, (slow movement- floating, etc.) ..even though these other areas are well outside of the dimensions of the water texture area. In fact, it doesn't seem to matter what I set the water dimensions to, the white grid that indicates the water's height seems to never change and the area of effect never lessens.

So a few questions spring to mind....

Is there a way to contain the water effect to the scale indicated in the TRANSFORM fields...?
Or will water always "fill" the lowest areas of a map?

....&/or....

Does the engine support multiple pools (Blocks) of water?

Thanks

#1
04/20/2004 (9:15 am)
Yeah, I'm having the same problem. I would be interested in learning how to correct it too.

Matt
#2
04/20/2004 (9:43 am)
Water blocks can be rescaled, just make many small water blocks for each pool you want.

to elaborate more place water block, move it to height you want (this is all in the game editor f11) then use the scaling option, I can't exactly remeber the button combination something like holding alt. You know you are doing it wen you move you cursor over the water block and a the side you are on (x,y,z) turns all blue. Then simple drag with the mouse while the holding the button (alt for example) see the in game info for the right button combination. Rember the water block does not is flat itiallly so rescalling the depth of the water is always needed otherwise ppl will walk out of the water if they get too deep.
#3
04/20/2004 (10:14 am)
I have no problem re-sizing the block.

However, the problem is that it doesn't seem to matter what size the visible water dimensions are, the area of effect never lessens... Every area on the map that is lower than my small pool of water behaves as if it is "under water".

Could this be a bug? Or am I Missing Something?
#4
04/20/2004 (10:23 am)
Same here, my pool size is only large enough to fill the depression that it is supposed to. Sizing isn't the problem, it seems like the water block effects the entire area at that altitude. I first noticed this when I placed a pool of lava at one height and was killed on the other side of my map when I went under the "surface" even though it was just a little pool in another location.

Matt
#5
04/22/2004 (8:38 am)
Are you using torque 1.2, if not you might want to update or merge there were some issues with waterBlocks prior to 1.2 that might be causeing your problems
#6
04/22/2004 (9:06 am)
I am using HEAD from the end of Feb. So that probably isn't it for me. :(

Matt
#7
04/22/2004 (10:59 am)
Ditto...
Ours is from Feb 24th.

Matt, I think I migh post this under BUGs to see if anyone else has run into this problem.
#8
04/22/2004 (11:14 am)
Try the waterblock I posted on the bug forum.
#9
04/22/2004 (11:47 am)
Nope. The problem still exists.

To elaborate: the problem is ONLY with the non-visual aspects of the water effect... not the visual Map or tint. So if your water block settings are not drastically different than normal physics, like high water density or "lava" settings, you may not notice that the problem exists.

I can understand how you might think all is well with your H2O blocks, though. In your example block, the water density is set to the default "1"... So, if you drive your vehicle or walk your player to a spot lower than the H2O block, you might not notice the slight slowdown &/or floaty-ness. Try bumping your density up to 9 or 10 (so the player floats), and THEN try walking outside the paramenter of the water block at a lower altitude. I suspect you'll have the same problem we're having. (This is probably why Matt first noticed the problem only when his 2nd LAVA pool blew him up!)

(Note that this oddity occurs even in the default Torque demos if one "digs a dry hole" lower than the water surface and bumps the nearby water density up.)

Thanks for the input tho...
#10
05/20/2004 (7:30 pm)
SOLUTION (?) AVAILABLE:

For those of you with the same problem Matt and I have
described above....
Jump over to the SDK BUGS forum and look at the thread:

"Water, water everywhere... But Not Where Its Supposed To Be!"

A number of cleverer folks than I have correctly identified the problem and even provided a "work-around".

Good Luck!