Water is borked! ??
by Ace · in Torque Game Engine · 06/30/2005 (5:05 pm) · 21 replies
Man sorry hope no one shoots me
Here is a screen shot from my mod in a torque version 1.2
www.planetquake.com/noescape/dev5/12.jpg
Ok it looks cool, so now i get torque 1.3 compile and the first thing i do is run my mod and get
www.planetquake.com/noescape/dev5/13.jpg
Anyone have any idea why? No engine changes at all or script for that mater were done by me.
I think flood fill is borked?
Here is a screen shot from my mod in a torque version 1.2
www.planetquake.com/noescape/dev5/12.jpg
Ok it looks cool, so now i get torque 1.3 compile and the first thing i do is run my mod and get
www.planetquake.com/noescape/dev5/13.jpg
Anyone have any idea why? No engine changes at all or script for that mater were done by me.
I think flood fill is borked?
About the author
Ace Owner of NoESCape.sytes.net starting from the beginning on 3d torque
Torque Owner Christopher ross
available at www.darksprite.co.uk
to get water to behave and not just disapear randomly i think you need to make sure of the following
2 settings in the mission.mis waterblock(water)
position ="-1024 -1024 0";
scale = "2048 2048 200";
here is the full paste of a working water, should be available on my website also.
new WaterBlock(water1) {
canSaveDynamicFields = "1";
position = "-1024 -1024 50";
rotation = "1 0 0 0";
scale = "2048 2048 200";
UseDepthMask = "1";
surfaceTexture = "~/data/water/water.png";
ShoreTexture = "~/data/water/wateredge.jpg";
envMapOverTexture = "~/data/skies/day_0007.jpg";
envMapUnderTexture = "~/data/terrains/sand.jpg";
specularMaskTex = "~/data/water/specmask.png";
liquidType = "OceanWater";
density = "1";
viscosity = "15";
waveMagnitude = "0.5";
surfaceOpacity = "0.05";
envMapIntensity = "1";
TessSurface = "100";
TessShore = "100";
SurfaceParallax = "0.4";
FlowAngle = "50";
FlowRate = "0.3";
DistortGridScale = "0.1";
DistortMag = "0.2";
DistortTime = "10";
ShoreDepth = "10";
DepthGradient = "1";
MinAlpha = "0.03";
MaxAlpha = "0.6";
tile = "1";
removeWetEdges = "0";
specularColor = "1 1 1 1";
specularPower = "100";
params0 = "0.32 -0.67 0.066 0.5";
floodFill = "1";
Extent = "100 100 10";
params1 = "0.63 -2.41 0.33 0.21";
params2 = "0.39 0.39 0.2 0.133";
seedPoints = "0 0 1 0 1 1 0 1";
params3 = "1.21 -0.61 0.13 -0.33";
textureSize = "32 32";
envMapTexture = "~/data/skies/sunset_0007";
};
I have also implemented the swimming code for basic swimming in water into the plague1.exe
(it has also been compiled for optimum speed performance vc6 settings.)