Product Chat / Stop Water Protruding Out Of Terrain At Edge Of Map

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OldFlak
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Location: Tasmania Australia
Posted: 31st Aug 2019 02:18
Hi all
I like to use the edge of the map and the skybox to give the player a sense of a massive open world.

What I would really like is that the water plane stops at least 100 units before the edge of the terrain
- - - having a slider to adjust it would be even better

One of my maps has a river running to the edge of the map, over a dam\overflow, and uses a decal to give the illusion of water flowing over the edge into oblivion.

What I would like to do is be able to have the model dam set back so the player can explore around it, but the water protruding past the terrain prevents that.

Some pics to help explain: (please ignore the model - it is early dev and not textured properly)




So question:
Is there anywhere we can edit something to determine how far the water reaches to the edge of the map?

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.

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cybernescence
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Posted: 31st Aug 2019 02:49
Not that I've come across, but if the water is for aesthetic purposes only, you could hide the GG water (slider to zero) and replace with a large flat plane with the water shader attached. This could be sized and placed as you need it to be.

Cheers.
3com
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Posted: 31st Aug 2019 03:41
It would be nice to have the option to decide if you want water when you make a hole in the ground.
A button on the toolbar for water just as there is one for the terrain.
Many times I wanted to dig an underground tunnel, but immediately water comes out and it is not possible.
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OldFlak
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Posted: 31st Aug 2019 05:20 Edited at: 31st Aug 2019 05:25
Quote: "Not that I've come across, but if the water is for aesthetic purposes only, you could hide the GG water (slider to zero) and replace with a large flat plane with the water shader attached. This could be sized and placed as you need it to be."


Yeah, water needs to be as normal as the player can also get to a chamber in the dam wall under the water line....

Could try placing a flat plane slightly above the waterline, and hide the plane and un-hide the water if the player gets in the water, and reverse it when he gets out.

Ability to adjust how far water goes to edge of map would be better though

Thanks for feed back...

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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OldFlak
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Posted: 31st Aug 2019 08:12 Edited at: 31st Aug 2019 08:13
Another way around it would be if it is possible to remove the limit preventing the player walk past the edge of the map. Is that doable?

Then I could use the models to hide the water plane where it comes past the terrain, and still be able to let the player explore close to the edge of the dam.

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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3com
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Posted: 31st Aug 2019 08:33
So an script comes handy.

Danger, do not pass!
Radioactive zone.

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cybernescence
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Posted: 31st Aug 2019 08:49
Yes you can do that quite easily. There are a few if statements in gameplayercontrol.lua that reference the extremities of the map area. Comment those out and player doesn’t get bounced or forced back.

Cheers.
OldFlak
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Posted: 31st Aug 2019 09:06
Quote: "So an script comes handy.

Danger, do not pass!
Radioactive zone."

Thanks Yes that is easy to do, but in this case I want the player to be able to go and enjoy the view....

Quote: "Yes you can do that quite easily. There are a few if statements in gameplayercontrol.lua that reference the extremities of the map area. Comment those out and player doesn’t get bounced or forced back. "


Ah ok, I did look at that a bit, but had no idea what I was looking at lol.
Thanks for the tip will go check that out again.

Maybe a script to over-ride the player control when required would be possible....

Reliquia....

aka OldFlak
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cybernescence
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Posted: 31st Aug 2019 09:37
It's a while since looked at the stock script, think it is just these lines:

OldFlak
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Posted: 31st Aug 2019 10:13
Thanks cybernescence

Lol - must have been doing a man look (as my wife would say) completely missed that.

Now have something to play with....

Thanks

Reliquia....
aka OldFlak
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PCS
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Posted: 31st Aug 2019 15:58
it would have been nice if there was a function that could have controlled the water in a cube size so that you can specify the x y z values of the cube and then placed it were you want it , with this then you can place a large or small cube off water were you want to build a dam or whatever you want to do with it.
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OldFlak
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Posted: 31st Aug 2019 16:10
@ PCS yeah I agree, would allow for water at different heights too - like why would you not want that

@cybernescence - thanks for your help, got it working with a little help from smallg as well. It would be much nicer to be able to change the water, but I can work with this solution



Reliquia....
aka OldFlak
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3com
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Posted: 31st Aug 2019 18:31 Edited at: 31st Aug 2019 18:31
A bridge to heaven, or a road to hell?
The niagara falls are now missing on the shore of the earth.
Nice one Reliquia.
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cybernescence
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Posted: 31st Aug 2019 19:01
Excellent I like your sky box !

Cheers.
GubbyBlips
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Posted: 31st Aug 2019 22:58
Draw a water box (or circle) at any level-- not a bad idea.
How about paint with water as simply as doing terrain?!
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OldFlak
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Posted: 31st Aug 2019 23:27 Edited at: 31st Aug 2019 23:28
Quote: "How about paint with water as simply as doing terrain?!"

Yeah, like that idea. Doubt it will happen any time soon, we've been asking for better water since day one soooo....

Quote: "Excellent I like your sky box !"

Thanks cybernescence

Quote: "Nice one Reliquia."

Thanks. Doubt I would have got it working without help from cybernescence and smallg so all credit goes to them

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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UNIRD12B
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Posted: 1st Sep 2019 00:58
Cubebox for water is a great idea.
The original Unreal engine had that as " Waterzones " and so you
could place water anywhere and any size , from an ocean to a water fountain.
choosing water color and flow direction and all for each different zone...
Who knows...maybe we should add the idea as a request in github ?

Unird12b
Let\'s actually make something happen with this one !
granada
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Posted: 1st Sep 2019 01:51 Edited at: 1st Sep 2019 01:52
It sort of nearly got there

https://m.youtube.com/watch?v=1sz0EWwFPi8

Dave
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OldFlak
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Posted: 1st Sep 2019 05:21
Very cool granada!

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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