Game Development Community

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?
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#21
08/02/2007 (8:38 am)
Having just been playing with water for my project
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.)
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