Water Block and Terrain Squares
by Steve Boris · in Torque Game Engine · 10/10/2002 (2:35 pm) · 0 replies
Being that Ive only had TGE for about a month now I have this to ask.
From Desmond Fletcher's tutorial Terrains in Torque.
Has this ever been fixed??
I found this in fluidSupport.cc
// If the fluid is meant to cover less than 1/4 of a terrain rep, then we
// will enter "High Resolution Mode". The fluid will cover the same area
// as specified, but it will have twice the vertex resolution in each
// direction. So, on "small lakes", we get better memory utilization,
// better terrain fitting, and so on.
If the fluid is in High Resolution Mode can i still set the terrain squares to 4 without it affecting the Waterblock.
And one line below.
// A Block is now 4x4 terrain squares. And the number of squares in
// the fluid must be a multiple of 4 so we get whole blocks.
Why must the squares be a multiple of 4?
Any Comments?
From Desmond Fletcher's tutorial Terrains in Torque.
Quote:Note: The waterBlock entity may not work properly at sizes other than terrain squareSize = 8 (as of 1/21/2002) because of some hard-coded values in the engine. It has been reported that there are also some issues with the AI in this regard.
Has this ever been fixed??
I found this in fluidSupport.cc
// If the fluid is meant to cover less than 1/4 of a terrain rep, then we
// will enter "High Resolution Mode". The fluid will cover the same area
// as specified, but it will have twice the vertex resolution in each
// direction. So, on "small lakes", we get better memory utilization,
// better terrain fitting, and so on.
If the fluid is in High Resolution Mode can i still set the terrain squares to 4 without it affecting the Waterblock.
And one line below.
// A Block is now 4x4 terrain squares. And the number of squares in
// the fluid must be a multiple of 4 so we get whole blocks.
Why must the squares be a multiple of 4?
Any Comments?
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