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water

by Gamer on 04/30/2005 13:27, 48 messages, last message: 06/20/2005 22:31, 20507 views, last view: 05/18/2024 19:49

how do i add moving water to my level?? Please help, i' making a cool map!!!

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#9: Re: ..

by Aardappel_ on 05/02/2005 22:27, refers to #8

jean pierre, please behave or I will have to ban you from the board.

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#10: Re: ..

by dcp on 05/02/2005 23:56, refers to #9

lol, now i'm curios if jean pierre will add aardappel to his 'blacklist' ... ;-)

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#11: Re: ..

by tentus on 05/03/2005 01:07, refers to #10

oo00oohh, that would be funny.

moving water would be nice, but it could be a real problem resource-wise. *idea* perhaps if you could select the amount of area you wanted it to apply to first, completely independant of waterlevel, then it'd be feasible. but to render something like that'd take some resources, way more than ordinary water. *shudders at thought of waterfall*

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#12: ..

by Jcdpc Mozilla_is_teh_cookie_monster on 05/03/2005 02:57

jean pierre, could you add me to this ignore list?

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#13: Re: ..

by sinsky on 05/03/2005 12:58, refers to #11

I guess I'm off-topic again.. Waterfalls :)) very nice thing, maybe isn't that hard, with particles or otherwise. And fountains too. If you look at today's games, they're everywhere.

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#14: Enough.......

by jean pierre on 05/03/2005 14:04

Off-TOPIC
Enough of this fight no i dont want to be banned and im a member yes i did abused on riddles/short messages

ON-TOPIC
You can use water by /waterlevel BUT you cant make rivers A.K.A canyon water unless you modify the sourcecode and make the liquid pushes or animate or both.

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#15: Water

by dugout on 05/04/2005 11:58

I hope I can have a copy of your cool map

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#16: Water answer

by dugout on 05/04/2005 12:00

Press the ~ button on your keyboard and type waterlevel 1. You can lower the water by making the number lower. Same with higher.

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#17: Happy

by dugout on 05/04/2005 12:51

Happy

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#18: Water level

by jean pierre on 05/04/2005 14:42

The water level default isnt 0 it is -160 or something lower

Most maps has waterlevel 0(obvius some maps dont tough who dont need water in it)

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#19: defaults

by Sparr on 05/06/2005 06:22

The default water level is -128. The default GROUND level is 0. And I think the default sky level is 16.

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#20: Re: Defaults

by jean pierre on 05/06/2005 14:38

Sky level what the hell are you talking about and ground level?

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#21: Re: Defaults

by Sparr on 05/06/2005 19:00, refers to #20

The altitude of the ground and the sky. The things you change with the O P [ ] keys, or with the mousewheel. You obviously dont edit maps much.

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#22: moving water

by CC_machine on 05/11/2005 23:22

Have you noticed that water already moves diagonally slightly? or at least the texture does. If you did change the source code then probably (i think) the easiest way to add moving water is to add a command such as:

/waterdirection x y x2 y2
x and y values would be the x and y movement of the texture, and values x2 and y2 would be the x and y that the water forces the player to move (a bit like jumppads)

This could be implemented in a future cube release of something similar

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#23: ..

by CC_machine on 05/11/2005 23:24

*or something similar
*forces the player to move (if any)

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#24: ..

by CC_machine on 05/11/2005 23:25

and maybe you would want another command for z movement

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#25: Re: moving water

by Pxtl on 05/12/2005 01:45, refers to #22

Would be better in Sauerbraten - you could do it per-Cube in Sauer, so that you could have flowing rivers and waterfalls, etc. You'd have to model the whole waterfall and it would be physically static, but could be a fun gameplay effect.

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#26: Re: moving water

by CC machine on 05/12/2005 21:27, refers to #25

Good point, but that actually isnt moving water as such, and you could do something like that in cube just as easily by using mapmodels

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#27: "push" entity?

by Sparr on 05/12/2005 21:34

Actually, the functional part of moving water could be implemented very simply, with perhaps only 10 lines of code. Simply introduce a new entity type called "push". It would work similar to a jumppad, but instead of one hard push at the beginning it would provide a constant (slower) push as long as you are near it. Fill your river with push entities (maybe one every 2-4 cubes, depending on how its coded) and viola, flowing water.

Making it look like it is flowing is a whole other ballgame, and will have to wait at least until water quads can be seperated (right now all the water is rendered together).

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#28: Re: "push" entity?

by Sparr on 05/12/2005 22:05, refers to #27

Took 5 minutes to implement, turned out to be 13 lines of code (8 of which were copied from the JUMPPAD case in pickup()).

Works rather well. Unfortunately it doesnt "mesh" quite right with the physics gravity code so it can't be used to make a 'lift' (although that may not be difficult to fix)

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