Feature Creep / water at different levels???

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mihaid
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Location: Oradea, Romania
Posted: 24th Apr 2014 13:54
Hello, what if i need to make a lake at higher altitude.....and a waterfall??/

I will use that......

Mihai
Jerry Tremble
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Location: Sonoran Desert
Posted: 25th Apr 2014 03:06
Right now the water is a single plane at one elevation. If you are far more skilled than me, I suppose you could make your own water plane of any size and place it anywhere you want! That would require knowledge of the water shader, I suppose, and what goes with all that ( textures, etc) I have read that they eventually want to do much more with the water options in the future, but they haven't disclosed what those options will be that I've seen. I would imagine the things you described will be among them though. We just GOTTA have waterfalls!

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Teabone
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Posted: 25th Apr 2014 04:55
Waterfall would be a decal.

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Posted: 25th Apr 2014 09:53
Water will eventually get the full attention of the development team. I know for a fact that Lee has some very big ideas for water, it's all just about priorities.

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tommy8
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Location: Northern Ireland
Posted: 25th Apr 2014 18:25
Scene, when you say theres big ideas about water does that include the option to disable the water entirely? I have opposite issues to the OP in that i want to be able to create dry terrains that are very deep.
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Imchasinyou
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Joined: 22nd Mar 2014
Location: OH
Posted: 27th Apr 2014 22:24
You could easily raise the terrain to a level you think is suffecient, flatten it from there and then lower the areas to that level of which you desire to achieve the same effect but I see where the option to have no water in areas is the better option. Why have that water if its not in use.

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tommy8
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Posted: 27th Apr 2014 22:58
^



I am keen to have the option of creating the illusion of underwater air pockets. Like in the city of rapture, a submarine level or a sunken ship like in Assasin's creed black flag.
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Visioneer
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Posted: 4th May 2014 00:56
I agree, varying water options would be great. Like "Water Blocks" (I forget their official name,) in UDK, which pretty much involves slapping down a plane with a water shader attached to it, then a basic rescale-able prefab that has no clipping on it, changes gravity and fog settings (granted I was using UDK LONG ago) to give the illusion of swimming (I don't know exactly how they did it, I'm an artist, not a coder.) That seems like it would be easy enough to incorporate into FPS Creator once a solid plan was developed. But again, not a coder, so I apologize if I underestimated the complexity of integration.
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