Game Development Community

WaterBlock issue

by Michael Berglund · in Torque Game Engine · 08/30/2005 (12:48 pm) · 6 replies

Hey guys,

I seem to be running into a problem with the waterblock I'm trying to place.

I have a landscape set up with dugout areas in the terrain where I want the
"lake water" to be. Everytime I place the water into the ground to the desired
height and hit apply it dissapears.

I even tried placing the water so it shows up, then pulling up the terrain around
it to make the lake. But once I close out, and open the scene up again the same
thing happens.

Does it have something to do with my TerrainBlock?

I have it set to a square size of 2. I read that scaling the terrain block down could
effect the water. If this is the issue are there any solutions besides making the
square size larger?

Thanks in advance.

#1
08/30/2005 (2:04 pm)
Changing the square size of the terrain will make the water go fubar! There is unfortunally no real fix for it - except recode the water block code.

I've been trying myself to fix it, and also apply various hacks (search for it). They work so and so.

Sorry
#2
08/30/2005 (2:22 pm)
I have found that if you stick to 4 8 or 16 terrain square size the waterblock doesn't artifact as bad.
I have some 'changes' I should probably look into getting into 1.4.

Thanks for reminding me.
#3
08/30/2005 (2:26 pm)
Thanks for the reply Thomas.

I set the square size lower because I wanted to have more control when manipulating the height field and so
the ground appears to have more pixel density.

I found that the size of 8 was not enough. I understand that the detail map is there to help with the pixel density
issue, but is there a way I can scale down the UV's on the height field without changing the TerrainBlock size from
the default setting?
#4
08/30/2005 (6:16 pm)
There are a lot of assumptions in that area of the code. It's probably not a trivial fix. :)

There aren't UVs as such on the TGE terrain, because all the textures are produced at runtime by blending other textures together.
#5
08/31/2005 (7:41 am)
I see. Now that issue makes more sense.

So, is this something that there is control of in the TSE? As far as scaling UV's or getting more pixel density?

Or are the textures handled the same way as in TGE?
#6
08/31/2005 (9:17 am)
Alright.

I looked into the TSE a bit more and see how at the moment creating and applying textures is very different then TGE.
There is also mention of Atlas terrain toolset recieving some of the features from Legacy. Any idea when this could
happen?


Ben.

I found this thread about water. www.garagegames.com/mg/forums/result.thread.php?qt=19830 (hope that works)
Does this have anything to do with what I may be experiencing? I see that you mention at the end that "its in". Are you referring
to the next version of TGE?
I want to get some info together about a possible fix for this, so I can hand it off to our programmer. Thanks for any help.