RygtY Posted July 21, 2015 Share Posted July 21, 2015 I know right now we have a universal water height variable. but what if I want to create a scene that has a dunk pool in it like the ones you would find in a carnival or fair? As far as I know there is no way to make this happen given what Leadwerks has at the moment. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted July 22, 2015 Share Posted July 22, 2015 How about just using a model. Something like this. http://www.turbosquid.com/3d-models/obj-paddling-pool-water/922780 Not free but you get the idea. Quote Link to comment Share on other sites More sharing options...
RygtY Posted July 23, 2015 Author Share Posted July 23, 2015 How about just using a model. Something like this. http://www.turbosquid.com/3d-models/obj-paddling-pool-water/922780 Not free but you get the idea. Ok perhaps I should've elaborated some more. The Source Engine's Hammer editor allows map makers to create a cube of water. This allows for the map maker to create bodies of water ranging from oceans to rivers to swimming pools. Said swimming pools might be located at different heights as well. As far as I know Leadwerks can't do this yet. Quote Link to comment Share on other sites More sharing options...
reepblue Posted July 23, 2015 Share Posted July 23, 2015 So the real question is how to apply the water shader to a geometry. Yeah, that's on my "To-do" list as I want contained goo pits in my game. I have no idea how the water plane reads the texture, and the shader looks confusing. My only theory is that the engine makes a new material, applies it on a plane, and releases the material. It would be nice to have a .mat file of water for situations like this if that's the case. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
RygtY Posted July 23, 2015 Author Share Posted July 23, 2015 So the real question is how to apply the water shader to a geometry. Yeah, that's on my "To-do" list as I want contained goo pits in my game. I have no idea how the water plane reads the texture, and the shader looks confusing. My only theory is that the engine makes a new material, applies it on a plane, and releases the material. It would be nice to have a .mat file of water for situations like this if that's the case. Don't forget the physics. In addition to looking like water, things must float on top of it as well. Quote Link to comment Share on other sites More sharing options...
reepblue Posted July 23, 2015 Share Posted July 23, 2015 You can always make your water a trigger volume and have it add a upward push to objects under a fix mass for that. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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