Game Development Community

Non-rendered edges on waterblock in 1.8.1

by Sparkling · in Torque Game Engine Advanced · 04/20/2009 (9:30 pm) · 16 replies

We've been trying to figure out why the 2 edges of the waterblock have no texture. I've tried it at various different sizes, and it doesn't seem to matter if the waterblock is large or small, the size of the anomaly just increases proportionally with the size the water is stretched.

I have not changed the default size of the terrain. We are using Megaterrains.

The invisible edge is on the East and North edge of the waterblock.

We have rebuilt the terrain twice and the waterblock with it. I have not changed any of the default settings on the waterblock, except to resize it. Each time it has this same error.

I have taken some screenshots to explain what is happening.

1

2

3

Does anyone have information on how we can fix this please? We need to tile multiple waterblocks together to make an ocean. This empty space just does not work. Thanks in advance for any help you can offer.

God bless you,
-Sparkling

About the author

Laurene Wells is the owner of Heaven's Blessings Tiny Zoo (HBTZ). She is Producer of Chariots (2008) and Visions (in production), leading a team of volunteers who collaborate online from around the world. Learn more about the company at http://tinyzoo.com


#1
04/20/2009 (11:35 pm)
Check your texture size (squared 2^n).
#2
04/21/2009 (12:42 am)
WaterBlock is seperate from TerrainBlock. They have no connection.
#3
04/21/2009 (6:11 am)
Grid size must be set to a number that can be divided into scalesize's x or y values.

Example.
If scale = "2048 2048 50"
Grid size would be 102.4.

Setting it to 100 would leave a remainder that is not setup in the vertex block and produce the effect you see.
#4
04/21/2009 (7:53 am)
Bill! THANK YOU!

While i understand scale, I do not understand the grid size, but the number you told me works perfectly! (My programmers probably would understand though.) But I plugged in the number you gave here and TaDa! Perfect water! Thank you!

God bless you,
-Sparkling
#5
05/05/2009 (6:21 pm)
@Sparkling

It's not ideal to assume that everyone here is of the same religion as you.

Including "God bless you," as a signature on almost every post is offensive to people not of your faith and such ignorance has started many wars throughout the ages. Nobody needs or wants that.

These are technical forums, let's keep religion in the church.
#6
05/05/2009 (7:29 pm)
@Sparkling
Speaking as the one you were talking too, I take no offense.

@Duncan
It is called tolerance.
#7
05/05/2009 (11:01 pm)
End to tangential discussion now.

I'm pretty sure I've already said this, but I'm going to repeat it in every thread about gridSize. In TGEA 1.8.x trunk (and in Torque 3D trunk) we have removed the restriction that gridSize be evenly divisible into the WaterBlock's scale. WaterBlock will always extend to the scale you specify. Furthermore, setting gridSize to be larger than the current scale will no longer AssertISV, instead the gridSize will be clamped. Finally, setting gridSize to a negative number will no longer do whatever incorrect thing it does now, instead it will be set to the smaller of the current x or y scale. Oh, and whenever we change gridSize, a warning is logged to the console explaining why it was changed and what it has been changed to (the warning includes the name and id of the offending WaterBlock as well).

Hopefully that will finally end the various issues surrounding the gridSize parameter. Thank you guys for putting up with it. I know I had a few choice words when I saw that AssertISV...
#8
05/06/2009 (12:54 am)
Great news Alex, thanks!
#9
05/06/2009 (10:56 am)
That is excellent news Alex! Thank you! I really appreciate the notification of this update so we can implement changes ASAP.

God bless you!
-Sparkling
(Because I believe there are so many curses in the world already, that the world needs more blessings!)
#10
05/06/2009 (5:30 pm)
Please keep this on-topic in a professional manner. There is no reason to criticize someone based on their faith/nationality/race/ethnicity/sexual preference/etc and draw a professional discussion off-topic.
#11
05/06/2009 (5:33 pm)
Ah thank you for the reminder. I forgot to send this link to my programming team earlier today! They need to update our code. :) Been a brain-fog kinda day.
#12
05/12/2009 (6:38 pm)
I just deleted two messages, for obvious reasons. There is 0 tolerance for any kind of dialog that is starting up.

Please, do not continue this. Use e-mail for this kind of bickering. I'd also be very, VERY careful about accusations being thrown around. Some moderators are more tolerant than others.

Anything further and I will lock this thread and send out some e-mails.
#13
05/13/2009 (2:08 pm)
Just to be a bit more clear. We are not fans of censorship. We are actually very open about different subjects, but prefer for the main thread topics to be adhered to.

We will do our best to steer things back on track if possible. Full out post deletion usually occurs due to the how something is said, and not necessarily the content. In other words, keep thing civil and stay on topic.
#14
05/13/2009 (2:18 pm)
And again... Thank you to Bill for helping us with the numbers! I love that it was such an easy fix! Our water tiles match up now! HOORAY!

Next... adding fishes...
#15
05/13/2009 (2:27 pm)
Fishes? Are you going to use a schooling system or manually place individual fish?

I always liked seeing this in games like Farcry and Crysis. Link to any posts or blogs you make about it =)
#16
05/13/2009 (4:14 pm)
Well a lot of this is still in the works, but I'm hopeful we'll be able to do some schooling type behavior. We've got some herd behavior for the sheep (just have some terrain-block issues to work out on their movement - right now they kind of teleport to the next terrain block instead of crossing over in a natural fashion). So hopefully we can attribute some of that herding behavior code to the fish as well, only in a 3d space. In the interim however I will probably individually place each fish. So much to do, so few programmers and so little time!

Thanks for the support!

Blessings to you,
-Sparkling