Author Topic: Water waves  (Read 633 times)

I wonder why Badspot took away the waves (height and frequency) since they were really neat. You can't apply them through Mission Editor either.

I was wondering where they all went...


I suppose they were scrapped in an attempt to improve performance. They would require some kind of tick, wouldn't they?

They probably worked off of terrain type functions, since it was using dynamically deforming tessellation mesh, kind of like terrain
(probably didn't use the right words for the last part)

I heard mentioning of "removing waterblocks".

I'm sure the new 'water' isn't a 'waterblock' as it extends for infinity.

Im in my server now watching the waves on the water...

Im in my server now watching the waves on the water...

You mean the texture on the water stretching and moving across its surface.

I heard mentioning of "removing waterblocks".

I'm sure the new 'water' isn't a 'waterblock' as it extends for infinity.
The water in terrain has always been infinite. It basically just established a "sea level".

Water created from water bricks isn't infinite, as it isn't specifically a water object.

Notice how in terrain, when there was water, there was never a difference in water level.

Simple.  All objects are now static.  That is, brick-wise and map-wise.  To have to light moving water would be the same as having to light terrain and interiors.

To make water waves would be sort of tricky, and would have to use 1x1xZ water.

Tip: circles are drawn on the X axis by the sine, and the Y axis by the cosine.

That will help you.
« Last Edit: August 16, 2012, 06:06:33 PM by Axolotl »