andy_s Posted July 26, 2011 Share Posted July 26, 2011 Hi, I am new and I have a question regarding the water. Is the water plane always infinitely large? Or is it posible to have multiple lakes at different altitudes on a terrain? Or for example in a sidescrolling platformer, would it be possible to have "boxes of water" which serve as an obstacle where the player has to jump over, or maybe ride over on a small boat using buyoancy? Thanks Andreas Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 26, 2011 Share Posted July 26, 2011 This has been requested earlier too. I think I could add a command to set a custom water mesh in the community version of the engine.dll which klepto2 started. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Flexman Posted July 26, 2011 Share Posted July 26, 2011 It's a single plane that follows the camera around. If you need to have separate bodies of water what we did was make a mesh and apply a water surface material to it. But this prevents the use of buoyancy physics unless you're OK in your level design to change it when you get close to one of these water body entities. Fiddly. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
andy_s Posted July 26, 2011 Author Share Posted July 26, 2011 ok thanks for the answers. I hoped it's more flexible. Are there any plans to have this improved in LE3? What is this community version of the engine dll exactly? Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 26, 2011 Share Posted July 26, 2011 The community version of the engine exposes at the moment 64 more commands, which are existing commands in the BlitzMax version of the engine, but they are not in the official engine.dll. Some of these commands are very useful, for example the ability to get the position of individual particles, so that they can be used to position little pointlights. This could be used also to make a smoke particle emitter to prevent the smoke going through walls and ceilings. Not sure if that command is in the current version of the community dll yet. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2011 Share Posted July 26, 2011 Water in LE3 will be done using CSG solids, so you can create multiple volumes of water. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
andy_s Posted July 26, 2011 Author Share Posted July 26, 2011 This is good news. Why is it that these commands are not in the dll? Are they not stable enough? Also, I saw there is LEO. Is this basically a OOP wrapper around LE? If so, is it identical in functionality to the dll or the community version? Is there documentation to LEO somewhere? Sorry for these questions being offtopic. Also Josh, did you ever think about creating a CHM help file for the engine containg all commands which would be included with the sdk? Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 26, 2011 Share Posted July 26, 2011 They are not officially documented and supported commands, and that means they can also change without announce. LEO is the OOP interface for the engine in C++. There was earlier a chm file with the engine, but it was then replaced with the Wiki, which is now being replaced by Werkspace. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2011 Share Posted July 26, 2011 The command reference is here: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/ We're not ever going to use CHM again, since it's Windows-only. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
andy_s Posted July 26, 2011 Author Share Posted July 26, 2011 no, you can also read them on mac: http://chmox.sourceforge.net/ But it was just an idea, as it's much better to look up things than the current command reference. Would be cool to also search for commands and not only by category as it is now. Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 26, 2011 Share Posted July 26, 2011 I think a HTML5 based help file could work offline, since you could have then also a search function. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2011 Share Posted July 26, 2011 You actually can search the documentation, but it's not as simple as I'd like: http://www.leadwerks.com/werkspace/index.php?app=core&module=search&search_in=ccs The index here lists every page: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/index/ Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted July 26, 2011 Share Posted July 26, 2011 You guys are making this wa y too complicated. There is a community member that has a water script which works just like the road nodes. Search "river nodes" on this site or youtube (add "leadwerks" to search) Quote Link to comment Share on other sites More sharing options...
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