alanivanoff Posted April 9, 2015 Posted April 9, 2015 I think it would be very handy if the water height set different water heights for different landscape locations. I mean change World::SetWaterHeight( float height ) to something like World::SetWaterHeight( float height, float x, float y ), where (x,y) is a landscape point. 2 Quote
SlipperyBrick Posted April 9, 2015 Posted April 9, 2015 I would like something like this. I want small puddles on the floors in game. Right now I don't think this can be done, my whole game is an indoor game and the level is going to have multiple floors so right now I can't use any water effects. Quote
beo6 Posted April 9, 2015 Posted April 9, 2015 if you have multiple floors you could change the water height as soon as you enter a floor as a workaround. 2 Quote
SlipperyBrick Posted April 9, 2015 Posted April 9, 2015 if you have multiple floors you could change the water height as soon as you enter a floor as a workaround. Having puddles is something I really want to do as well. I don't think that this is possible with the water in Leadwerks. Quote
MaybeMe Posted April 16, 2015 Posted April 16, 2015 if you have multiple floors you could change the water height as soon as you enter a floor as a workaround. This seems feasible, although I'm sure there would be an FPS drop from it. It reminds me of Little Big Planet where you can mess with different items and get some sweet outcomes for level design. I honestly think that's where my so-called spark to try making a game came from. Quote
Naughty Alien Posted April 17, 2015 Posted April 17, 2015 Having puddles is something I really want to do as well. I don't think that this is possible with the water in Leadwerks. ..you can have this very easy..render cube map for each place you want puddles to be and you will have it near zero processing cost.. 1 Quote
shadmar Posted April 17, 2015 Posted April 17, 2015 SSLR can do this (not at zero cost) : http://www.leadwerks.com/werkspace/page/viewitem?fileid=414422238 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Einlander Posted April 18, 2015 Posted April 18, 2015 if you have multiple floors you could change the water height as soon as you enter a floor as a workaround. Wouldnt this cause all non static entitys with weight to float? When you come back , nothing will be where you left it. 2 Quote
beo6 Posted April 18, 2015 Posted April 18, 2015 Possibly. I have´t tried it, as it was just an idea. You could remove mass from all objects there to prevent that maybe. But i agree i consider all this workarounds anyway. Quote
RygtY Posted April 22, 2015 Posted April 22, 2015 I agree only having a universal water height is going hinder certain level designs. What if I want to create a map where there is a river that contains a waterfall and small pool at the bottom of the waterfall? The waterfall itself could just be particle effects, but I like for the river and pool to be defined as water areas where the player can swim and for physics objects to float. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.