Game Development Community

Overlapping / Adjacent Waterblocks

by Quest Johnny · in Torque Game Engine · 04/01/2005 (8:58 am) · 0 replies

I am trying to create an island in the sea for a game/mission with two lakes, elevated above sea-level with rivers and waterfalls for the difference in altitude.

I am having a problem with the different waterblocks. The ocean waterblock spans the entire island, and the two lake waterblocks are inland and higher than the original. Now, that creates a rendering problem where you see a 2nd "Water level" below the first one, but I cheated that one away by adjusting the terrain. However, the engine still behaves oddly. I read on the forums that "underwater" checks for a waterblock by box, and then checks the player vs. the LOWEST water block, so that explains why the player is not underwater in these lakes.

The solution would seem to be to avoid overlapping waterblocks completely. To do this in my case, however, I'd need to have four rectangular waterblocks to surround the island for the ocean. The problem there is that waterblocks don't match very well at the edges and you get a very obvious, very amateurish looking "line" where the block ends.

One (slightly drastic) solution would be to go into the engine and have it pick the HIGHEST waterblock it finds, but does anyone know how to do adjacent or overlapping waterblocks in a better way than this?