bukary on 7/3/2005 at 15:59
I've been trying to do water for an hour. And I cannot. :(
I subtracted brush. I built ShallowWaterVolume. I placed the volume over the brush (the bottom of the volume is aligned with the bottom of the brush). I adjusted WaterSurfaceHeight. I Rebuilded All. And nothing... No water.
I even copied some brushes and volumes from original missions. And it also does not work. Perhaps there is something more I should do...
Could anyone tell me how to make water in T3Ed?
mol on 7/3/2005 at 16:38
Correct me if I'm wrong, but I was under the impression that water volumes couldn't be made with the T3Ed, although they can be made with UnrealEd. One of the engine differences.
TF on 7/3/2005 at 17:09
I think he means the 'facade' water you can get even in TDS. Isn't that just a mesh?
bukary on 7/3/2005 at 17:27
Quote Posted by Thiefsie Fool
I think he means the 'facade' water you can get even in TDS. Isn't that just a mesh?
Yes, I mean 'water' in TDS. It is static mesh? :wot:
So... what are water volumes in original missions for? Just open PaganIntro2.unr in T3Ed and you'll find water volumes right away. Besides, there are ShallowWaterVolume and DeathWaterVolume in T3Ed (click on Volume button).
I am sure someone knows how to use Water Volumes... Help!
[NAUC]Chief on 7/3/2005 at 17:34
I think the death water volume will be the water in the docks (if u ever had the misfortune to fall into it you'll know :D) and shallow water is probably for fountains etc. Just a suggestion I don't know for sure but I think thats what it will be.
bukary on 7/3/2005 at 17:50
[QUOTE='[NAUC]Chief']I think the death water volume will be the water in the docks (if u ever had the misfortune to fall into it you'll know :D) and shallow water is probably for fountains etc. Just a suggestion I don't know for sure but I think thats what it will be.Yes, DeathVaterVolume is used in the docks and ShallowWaterVolume is used for... shallow water (fountains, canals).
I need to know how to use them. This is killing me! ;)
I hope these volumes are functional...
Zillameth on 7/3/2005 at 19:59
Quote Posted by bukary
I hope these volumes are functional...
They are functional, but the way they work is just a little bit more complex than one would suspect.
In order to fill your level with water (or rather a poor substitute thereof) you need both a shallow water volume and a mesh. The mesh allows you to see water and volume allows you to hear splashing sounds, when you move through pool. Some additional ambient sounds for splashes unrelated to moving would fit nicely, too.
First, game checks if avatar is inside the volume. For sake of simplicity (I guess) avatar is only represented by a single point, which, in case of Garrett, is located about 58 UU above floor (this value probably depends on model's height and might be different for tall enemies, such as treebeasts). Therefore, your water volume must be present at this height (it doesn't need to be 58 UU high, actually, because it doesn't need to be alligned to floor). I guess volumes you experimented with were shorter, so when your avatar entered them, game didn't detect it.
Then, game checks if avatar's "feet" are below "virtual" water surface, which is, by default, located at the volume's bottom. You can set additional offset with Water->SurfaceHeight property, if you want to "raise" the surface.
If the above two conditions are fulfilled, an appropriate sound is played when the avatar is moving. You still need to add a mesh, or you will get an "invisible" pool.