Under Water Level?
by Matt Sanders · in Torque Game Engine · 09/14/2004 (1:31 pm) · 10 replies
Hello again everyone I am interested in makeing an under water Dif level where the interior does not have the affects of being under water (slow, fog, etc.) I have been looking for posts or resources on the topic but have so far come up empty handed and have found that sometimes the fastest answer to a question is to consult you peers. any help on this topic is very much appreciated. ty in advance
#2
PS: what is meant by "level load"? can't you change the parameters for fog, slow, etc. effects when they walk past the trigger one way and then change them back when they walk past the other way. (the way i want to implament it is that you have to enter the building by swimming in from the bottom.)
09/14/2004 (1:54 pm)
The Easy way sounds like something I was thinking about doing (triggers) but what do you mean by build your waterblocks around...? are you talking about making multiple waterblocks that can be placed exactly around the interior? if so that would be very hard for complex shapes. Ty for the quick response. I would love to hear more about the Trigger idea as far as implamentation goes. I am a real noob with Torque right now and am just starting to learn some of the more useful concepts of the code end.PS: what is meant by "level load"? can't you change the parameters for fog, slow, etc. effects when they walk past the trigger one way and then change them back when they walk past the other way. (the way i want to implament it is that you have to enter the building by swimming in from the bottom.)
#3
ph34r teh bad ascii.
The moat leads to a hole in the wall, which leads to an interior underwater area and a swimming pool (the x's) where the player can get out. Now, if there's not any section of your interior that interferes with a big waterblock, you can use just one. If you have all kinds of areas that would go below the waterline, but not having any connection with the water, shouldn't be filled, then you'd want to create multiple water blocks (say, one for the moat, one for the hole, and one for the inner area).
Create enough waterblocks to fit the complexity of the geometry and the level.
** EDIT: Note that that's a top-view and a side-view...I think...Or else it's a really unseaworthy boat.
09/14/2004 (2:29 pm)
If that's the case, then it's easy. Create your exterior and then create the waterblocks (say a moat). The player dives in and swims down to a hole in the castle wall. +-------+ | | ---x x---+ | / | xxxxx | wall | a | +--x~~~~~~x---+ |~~~~~~~~~~~~~~/ | x x +---------+ | | | wall | / | x x hole m | | +------+ moat / | x x +---------+ o | | / | xxxxx | wall | a | | hole / +-------+ | t | +------------------------------+
ph34r teh bad ascii.
The moat leads to a hole in the wall, which leads to an interior underwater area and a swimming pool (the x's) where the player can get out. Now, if there's not any section of your interior that interferes with a big waterblock, you can use just one. If you have all kinds of areas that would go below the waterline, but not having any connection with the water, shouldn't be filled, then you'd want to create multiple water blocks (say, one for the moat, one for the hole, and one for the inner area).
Create enough waterblocks to fit the complexity of the geometry and the level.
** EDIT: Note that that's a top-view and a side-view...I think...Or else it's a really unseaworthy boat.
#4
09/14/2004 (3:20 pm)
If you want to have a building completely emerced in water, then you should use triggers. As long as your building only has one or two entrances and is not open anywhere else, it will work nicely. All you need is a twin building somewhere above the water level and out of view. You should have the teleport triggers in a spot that cannot see the outside so that players don't notice the transition.
#5
wow. :) But sadly after thinking about it there is a downside. what if I want a glass-like tunnel system and you can see other players swimming in the water? then how would you implament this. I was thinking that you could make the trigger at the enterance change the settings that the player is affected by (like taking out the affects that the water block has.) is this possible.?
09/14/2004 (4:58 pm)
Lol Josh that is a great Idea I didn't even think of thatwow. :) But sadly after thinking about it there is a downside. what if I want a glass-like tunnel system and you can see other players swimming in the water? then how would you implament this. I was thinking that you could make the trigger at the enterance change the settings that the player is affected by (like taking out the affects that the water block has.) is this possible.?
#6
09/14/2004 (5:27 pm)
Make the viscosity of your waterblock ZERO and it will perform like it's not even there. Quit trying so hard to make things more difficult than they really are.
#7
Fun!
09/14/2004 (6:29 pm)
Josh Moore's idea was what I was talking about with triggers. My favorite example is in Ultima VII where you can look into a crystal ball and see a wizard working/get murdered. You can teleport to the location using the debug menu....and it's three different houses. One that's empty, one with him working, and one with him murdered/getting murdered (depending on the event trigger).Fun!
#8
09/14/2004 (6:50 pm)
Well Gonzo that would work well if I didn't want water effect in the level in the first place. I want water just want to be able to restrict it to outside of the building.
#9
Which is why I suggested multiple waterblocks to fit the areas where you needed water and not where you didn't.
09/14/2004 (7:16 pm)
...and inside of the area where you swim up to...Which is why I suggested multiple waterblocks to fit the areas where you needed water and not where you didn't.
#10
I just think there has to be a better way to let the engine distinguish what is interior and what is not. If I were to make a huge complex underwater level then I would end up with hundreds of waterblocks that I would have to make. (especially if I was working with rounded surfaces rather then square brick walls.)ty for the suggestions and for the putting up with my noob questions on the topic.
09/14/2004 (7:27 pm)
Is there a resource that I can look into more info about multiple water blocks. I know that you cannot freely form them so I would think working with water blocks would be difficult to mold to the locations I would like. Like a circular port hole in the bottom of an under water lab. I just think there has to be a better way to let the engine distinguish what is interior and what is not. If I were to make a huge complex underwater level then I would end up with hundreds of waterblocks that I would have to make. (especially if I was working with rounded surfaces rather then square brick walls.)ty for the suggestions and for the putting up with my noob questions on the topic.
Associate David Montgomery-Blake
David MontgomeryBlake
Hard way: Build your waterblocks around the interior all the way up to the entrance. Then, don't build any inside the interior. Viola! They swim in, but there's some magic voodoo keeping the water "out". Then, when they exit, they can swim away. I just played with this in the fps mission, and it worked "okay". With more than 2 minutes of playing, I'm sure it would work much better.