Enrique Posted April 1, 2013 Author Report Share Posted April 1, 2013 personally, i'd recommend making some additional waterfalls of varying height and width to line up with higher clifffacesThe problem with adding lots of variations is the texture space. For each waterfall variation and biome it needs its custom color and normal texture (if we want pretty rocky waterfalls with some patches of grass) So all the variations I made are around 20Mb of space just for some eyecandy (which I think it's a lot) and the textures are already looking low-res. In top of that is the problem that the textures in the terrain can tile, this makes very good texture resolution for the terrain but it's innaffordable for big gaia assets. This is a big inconvenient for having biome variations of cliffs with more than one texture, or big rocky mountains... Quote Link to comment Share on other sites More sharing options...
oshron Posted April 3, 2013 Report Share Posted April 3, 2013 well what about a possible variation in which the waterfall doesn't have a rock on top of it so that, if the scenario designer wants to, they can place multiple waterfalls in a row to make one that LOOKS like its a single continuous waterfall without actually making it so? i remember in Age of Mythology it was possible to arrange waterfalls like that, not only to make singular long waterfalls but also to make very wide ones out of several individual objects (and, with some modding tools, rotate those waterfalls to simulate raging rivers) Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 3, 2013 Author Report Share Posted April 3, 2013 Not sure if I understood that correctly oshron. Since the water level on a map cannot have different heights, I had to came up with a solution to not show "where" the water is coming from, that's why I hided a supposed "hole" on the rocks where the water is coming. And yes, you can place stand-alone water falling next to each other to make like a wider waterfall, but from where will it fall? just appear from mid-air or directly from a cliff? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 4, 2013 Report Share Posted April 4, 2013 Not sure if I understood that correctly oshron. Since the water level on a map cannot have different heights, I had to came up with a solution to not show "where" the water is coming from, that's why I hided a supposed "hole" on the rocks where the water is coming. And yes, you can place stand-alone water falling next to each other to make like a wider waterfall, but from where will it fall? just appear from mid-air or directly from a cliff?I guess map makers can do this. There are rocks, there are bushes/grass you can use to obscure the source ... It all depends on the biome how a source is hidden. Quote Link to comment Share on other sites More sharing options...
oshron Posted April 5, 2013 Report Share Posted April 5, 2013 basically, i was just asking if it would be possible for one to place multiple waterfalls and then move them around so that it LOOKS like one single waterfall running from the top of a high cliff to the bottomanother idea occurred to me earlier. i know that there's a specific water plane, but what if--for appearances--you could place physical water tiles on the map to make what appears to be an elevated pool (this would probably work well with the waterfalls) Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 5, 2013 Report Share Posted April 5, 2013 It's a temporary solution, in the end having multiple water planes will just have to be possible.Multiple tiles won't work, unless the ground is flat, which it rarely is. I've already made a lake though.This was an octagonal plate using the water texture around which I elevated the gound to form mountains. Haven't tested with waterfalls yet though. But that should work. 2 Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 5, 2013 Report Share Posted April 5, 2013 Adding the waterfall was really hard, but not impossible: Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted April 6, 2013 Report Share Posted April 6, 2013 It sure would be nice to have some kind of vertical offset option in Atlas for actors for this kind of thing... *hint hint* Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted April 24, 2013 Report Share Posted April 24, 2013 Talking about water, here is an impressing demonstration of highly realistic water motion, made by PhysX :http://io9.com/this-jaw-dropping-water-simulation-is-the-most-realisti-479431439Enrique, do you plan to go on with the waterfalls ? Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 27, 2013 Report Share Posted April 27, 2013 At what time it will achieve in the game? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 27, 2013 Report Share Posted April 27, 2013 At what time it will achieve in the game?It's already in the game (in the svn repo). Just look in the atlas and you can add them. Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 28, 2013 Report Share Posted April 28, 2013 It appears on which map, please tell me how to add it, please tell me i thank you! Quote Link to comment Share on other sites More sharing options...
idanwin Posted April 28, 2013 Report Share Posted April 28, 2013 Download the SVN repo, open Atlas, go to "Actors (all)" and type "waterfall" Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 30, 2013 Report Share Posted April 30, 2013 To use svn go to trac and main page you read about svn repository. Quote Link to comment Share on other sites More sharing options...
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