Linda on 9/7/2014 at 15:16
I need to create a cubical emitter in order to simulate the water. I have experimented, but it seems emitters are only 2D particles. Any ideas?
In particular I need a cubical emitter for this box:
Inline Image:
http://www.image-share.com/upload/2616/295.jpgI have tried with ZoneFog or the property Fog on a Volume but it doesn't work :( The map: (
http://www.speedyshare.com/7hCxk/testpool.unr) http://www.speedyshare.com/7hCxk/testpool.unr I'd like to have it returned with the emitter :angel: I've just begun, and I don't know so much about Thief Editor..
Beleg Cúthalion on 10/7/2014 at 09:32
Hello Linda! Have you followed the tutorials, e.g. by Komag? They cover water as it is done in Thief 3, which is a water-like static mesh with a volume to create the splashes if Garrett or an AI walks in it. This happens automatically. What exactly do you want to create with additional emitters?
Linda on 10/7/2014 at 21:15
No, I would like that Garrett enter in the waters and see green and the longer he goes from the guards the more light disturbation is, so I though of a cubical fog, since zonefog doesn't work.
The way you has told me worths only if G has foot in there, but not when he's completely in.
Judith on 12/7/2014 at 11:35
I guess that you're trying to create a swimmable water..? Rantako tried that and even wrote a tutorial on T3Ed Wiki, but that was some pretty complex stuff. Something about attaching an invisible elevator to the player inside a volume, heavily scripted and really crude. Not worth the effort IMO.
Linda on 13/7/2014 at 02:33
I've seen you have create a cloud in your snow video (if that youtube you linked is yours), is it 3D? I should use something like that but cubical, if it is.
Judith on 14/7/2014 at 17:40
It's a transparent texture put on a plane (static mesh), nothing fancy. Not sure how that would help in creating water of any sort.