Water taking up cycles on non water maps?

Water taking up cycles on non water maps?

Requests for features in the spring code.

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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Water taking up cycles on non water maps?

Post by Das Bruce »

10% seems like a lot for a desert map. Settings are on reflective+refractive. Haven't checked others
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Water taking up cycles on non water maps?

Post by Gota »

Yep.
You get load even if there is no water.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Water taking up cycles on non water maps?

Post by ZellSF »

Try nuking the ground a few times and see if you find water, maybe?
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Water taking up cycles on non water maps?

Post by Das Bruce »

ZellSF wrote:Try nuking the ground a few times and see if you find water, maybe?
Surely if there is no water visible initially then it should be cut from the run code?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Water taking up cycles on non water maps?

Post by Warlord Zsinj »

Technically there is water visible, if you look off the side of the map. But I agree with you, if this can be cut, it should be.

Though admittedly, if running water is eating into your FPS, you should probably just switch to a lower setting - because if you play a water map, you're going to have to deal with the FPS drop anyhow, and if you're playing a landmap, you're not going to see the difference anyway.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Water taking up cycles on non water maps?

Post by Argh »

That's a map that shouldn't have had any water. The designer should have set all heights above zero and used the voidwater tag.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Water taking up cycles on non water maps?

Post by AF »

If the grounds lowest height value is within a certain range of zero then spring will draw water as if the ground is deformable the water will need drawing. This map obviously does not take this into account and needs fixing either by raising the height values or adding the tag argh mentioned.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Water taking up cycles on non water maps?

Post by Neddie »

Several of my unreleased maps toy with below-surface but possibly instrumental water, I would be quite perturbed if that function was broken by default. Sadly, since we can't really show shattering ice and have new textures be drawn on the changed surface, I don't think you'll be seeing any of these maps in question any time soon.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Water taking up cycles on non water maps?

Post by lurker »

Spring could check if map hardness multiplied by the lowest height is over a certain threshold to decide if the map needs water to be rendered.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Water taking up cycles on non water maps?

Post by jK »

lurker wrote:Spring could check if map hardness multiplied by the lowest height is over a certain threshold to decide if the map needs water to be rendered.
AF wrote:If the grounds lowest height value is within a certain range of zero then spring will draw water as if the ground is deformable the water will need drawing. This map obviously does not take this into account and needs fixing either by raising the height values or adding the tag argh mentioned.
PS: the threshold is 10.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Water taking up cycles on non water maps?

Post by lurker »

The entire point of my post was to multiply it by hardness.
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