Water level is probably hard-coded to the point where this would not be feasable.
I have no idea if it is or not though, so I might as well throw it out there. Think of the possibilities here...imagine a dam map in which ships could travel to the edge of a dam and rain down firepower on ground units below.
Dam that would be cool.
Variable height for water level
Moderator: Moderators
Re: Variable height for water level
water is a set plane and elevation. it would require serious rewrites to make possible varied water levels and pools. we would need some sort of object like in quake where you can specify a body of water.
Re: Variable height for water level
we could just use a height map..maybe a 16 color one or something
but like i siad Water level is probably hard-coded to the point where this would not be feasable.
but like i siad Water level is probably hard-coded to the point where this would not be feasable.
Re: Variable height for water level
setting a box at a location with dimensions could probably give us a nice quick water, I have a feeling that something which is oddly shaped might be a bit much to ask. Setting it in a height field would be really really tough.
Re: Variable height for water level
All code assumes water is at 0, weapons will behave differently when facing negative y, units act differently when reaching it, etc.
- FrOzEnTaCo
- Posts: 81
- Joined: 02 Jul 2008, 05:52
Re: Variable height for water level
nice pun, and yes, it would be coolhunterw wrote:Dam that would be cool.

Re: Variable height for water level
theoretically possible, but obviously the current engine (as in, svn) can't do it and won't be able to for a long time. this feature would be exclusive with deformable terrain in any form. probably a good project for several weekends if someone wants to get dirty with the engine... not sure what the pathfinder issues would be. suggested implementation - water heightmap.
Re: Variable height for water level
The fun way is a water heightmap. The cheap way is to change map elevation, with some way of isolating the LOS and pathing updates, and making those updates actually work with ships.
-
- Posts: 179
- Joined: 17 Jul 2007, 00:52
Re: Variable height for water level
The fun way would be particle/fluid water,
so the dam could brake and flood the lowlands :D
Seriously:
Don't forget about water reflections.
Is this even possible, without having to many renderpasses[0] ?
This is something which keeps me thinking for a while now.
As I've seen many fluid/particle based water simulations (PhysX),
but none with any sort of real reflection.
[0]
Reflection usually requires an entire extra renderpass PER different mirror plane (be it height or rotation).
so the dam could brake and flood the lowlands :D
Seriously:
Don't forget about water reflections.
Is this even possible, without having to many renderpasses[0] ?
This is something which keeps me thinking for a while now.
As I've seen many fluid/particle based water simulations (PhysX),
but none with any sort of real reflection.
[0]
Reflection usually requires an entire extra renderpass PER different mirror plane (be it height or rotation).
Re: Variable height for water level
OLD.MTR.BUT.NICE.
http://spring.clan-sy.com/phpbb/viewtop ... lit=+water
Wheres the widget for it?
http://spring.clan-sy.com/phpbb/viewtop ... 00#p172300
http://spring.clan-sy.com/phpbb/viewtop ... lit=+water
Wheres the widget for it?
http://spring.clan-sy.com/phpbb/viewtop ... 00#p172300