Author Topic: FloodFill Troubles  (Read 2047 times)

For some reason whenever I add water with mission editor, it's ALWAYS floodfill. I even unchecked the floodfill box and it still floods the map. Please help D:

Sorry, there is nothing you can do. The effects of the water will apply to the entire map whether you like it or not.

hey how do adjust the water lvls?


Sorry, there is nothing you can do. The effects of the water will apply to the entire map whether you like it or not.
This statement is false. I found out a while ago that you can have different water levels. The tutorial map does it.

How, Wedge? I've had some problems with this.

I haven't had an opportunity to try any other settings besides this, but this is what Badspot used in the tutorial map.

It works perfectly, you can even make water staircases you can swim up.

Code: [Select]
   new WaterBlock() {
      position = "-16 -120 60.6546";
      rotation = "1 0 0 0";
      scale = "32 32 32";
      UseDepthMask = "0";
      surfaceTexture = "~/data/water/TSwater1";
      ShoreTexture = "~/data/water/TSwater1";
      submergeTexture[0] = "~/data/water/TSwater1";
      submergeTexture[1] = "~/data/water/TSwater1";
      liquidType = "OceanWater";
      density = "1";
      viscosity = "40";
      waveMagnitude = "0";
      surfaceOpacity = "0.4";
      envMapIntensity = "0";
      TessSurface = "10";
      TessShore = "30";
      SurfaceParallax = "0.5";
      FlowAngle = "90";
      FlowRate = "0.05";
      DistortGridScale = "0.1";
      DistortMag = "0.015";
      DistortTime = "0.5";
      ShoreDepth = "20";
      DepthGradient = "1";
      MinAlpha = "0.03";
      MaxAlpha = "0.03";
      removeWetEdges = "1";
      specularColor = "0.000000 0.000000 0.000000 0.000000";
      specularPower = "0";
         textureSize = "32 32";
         params2 = "0.39 0.39 0.2 0.133";
         params0 = "0.32 -0.67 0.066 0.5";
         floodFill = "1";
         extent = "100 100 10";
         params1 = "0.63 -2.41 0.33 0.21";
         envMapTexture = "base/data/skies/sunset_0007";
         params3 = "1.21 -0.61 0.13 -0.33";
         seedPoints = "0 0 1 0 1 1 0 1";
   };


Wedge, I made a new waterblock in the tutorial map and copied over all of the settings (except the position), and it didn't work.

What line of that should actually make it not floodfill?

EDIT: The position didn't fix it, either.

I don't really know. I didn't make a new waterblock and copy the settings, I copied an existing one.

Maybe it's something to do with the tutorial map. But it does show that it is possible, we just have to figure out how to do it elsewhere.

i dont get it i copy and p8sted the code u gave and it said error do you hav to hav full version or can u do it in demo?????

Pay twenty dollars you cheap loser.

It should work even in the demo. You can't access the mission editor in the demo, but you can make custom maps other ways. I made Ocean Platforms with the demo and a different torque game on the same version of torque.

Did you put it in the right place? It goes in a mission file, after the block of text that says

   new ScriptObject(MissionInfo) {
         saveName = " ";
         descLines = " ";
         previewImage = " ";
         desc0 = " ";
         name = " ";
         desc1 = " ";
   };

I tested this in a new map I'm working on, it works very well. Just to verify it.

i dont get it i copy and p8sted the code u gave and it said error do you hav to hav full version or can u do it in demo?????
Peightsted?