alanivanoff Posted April 9, 2015 Share 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 Link to comment Share on other sites More sharing options...
SlipperyBrick Posted April 9, 2015 Share 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 Link to comment Share on other sites More sharing options...
beo6 Posted April 9, 2015 Share 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 Link to comment Share on other sites More sharing options...
SlipperyBrick Posted April 9, 2015 Share 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 Link to comment Share on other sites More sharing options...
MaybeMe Posted April 16, 2015 Share 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 Link to comment Share on other sites More sharing options...
Naughty Alien Posted April 17, 2015 Share 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 Link to comment Share on other sites More sharing options...
shadmar Posted April 17, 2015 Share 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 Link to comment Share on other sites More sharing options...
Einlander Posted April 18, 2015 Share 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 Link to comment Share on other sites More sharing options...
beo6 Posted April 18, 2015 Share 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 Link to comment Share on other sites More sharing options...
RygtY Posted April 22, 2015 Share 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 Link to comment Share on other sites More sharing options...
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