bukary on 7/3/2005 at 20:51
It works now. Almost... I still can't get water sounds. :( I don't know what might be the problem.
It should probably be like this:
1) Create subtracted brush ('canal').
2) Create WaterVolume (high enough to contain Garrett avatar) in this 'canal'.
3) Place 'watery' static mesh (there are few of them under StaticMeshes\Nature; the name begins with WAT).
BTW, when I try to save the map with WATtile mesh I see warning message that this mesh is 'unpublished' and the map should not be saved with 'unpublished' meshes. What does it mean? :confused:
Thanks again, Zillameth!
I wonder what's Water Special Brush for?
Zillameth on 7/3/2005 at 21:36
Quote Posted by bukary
It works now. Almost... I still can't get water sounds. :( I don't know what might be the problem.
Try setting SurfaceHeight to 4 or more.
Quote Posted by bukary
BTW, when I try to save the map with WATtile mesh I see warning message that this mesh is 'unpublished' and the map should not be saved with 'unpublished' meshes. What does it mean? :confused:
This is just my guess, but maybe it means this mesh is not contained in the original game content, so if you use it in your map, the game will not be able to display it.
Quote Posted by bukary
I wonder what's Water Special Brush for?
Again, I'm only guessing, but I think it can be used to mark water pools as separate zones. It seems to have all the properties of a Zone Portal with the exception of visibility.
nomad of the pacific on 8/3/2005 at 01:18
Quote:
BTW, when I try to save the map with WATtile mesh I see warning message that this mesh is 'unpublished' and the map should not be saved with 'unpublished' meshes. What does it mean?
I've seen the "unpublished" meshes before and used the Autopublish function in the tools menu to fix them. Is that not the right thing to do? :confused:
UndeadGunslingr on 8/3/2005 at 02:15
Has anybody attempted anything big enough to swim in yet?
Karkianman on 8/3/2005 at 03:18
this may be a weird question, but would it be possible to spawn an elevator whenever an actor hits the volume that is solid only to that actor, and that slowly goes down, and when the player presses jump rises the distance of the jump?
Morpheus on 8/3/2005 at 04:12
Indeed, I wonder if the ShallowWaterVolumes could be used to create some sort of traversable water. Even if it's not perfect, it might be worth something.
bukary on 9/3/2005 at 18:15
So many questions... (There are moments when I think that - all in all -DromEd was easier than T3Ed.)
What should I do to make DeathWaterVolume really deadly? I want Garrett to die when he touches surface of the water, just like in the original maps.
OrbWeaver on 9/3/2005 at 21:44
Quote Posted by bukary
Why does water look like this? Is it some lighting problem? How can I fix this?
<image>
I have seen that in the shipping game (basement of the Cradle).
It almost looks like the renderer is using vertex-based, rather than pixel-based lighting, and not interpolating correctly across the face of the mesh.