Terrain Water

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Remixer

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So I am currently updating one of my maps and I have this effect where new land raises from the ocean. However I am having this problem that:

1. If I lower the terrain at the beginning in the map (to make the shore waves work when I raise it) the water does not flow to fill the hole.

2. If I do not lower the terrain at the start, as I raise it the shore waves does not work.

Any ideas how to fix this?
 

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1. If I lower the terrain at the beginning in the map (to make the shore waves work when I raise it) the water does not flow to fill the hole.
Water has no physics in WC3. It will only be there if you tell it to be and will not be there if you tell it not to. There is a flag every node has that specifies if the water layer is enabled.

The editor lets you use cliff based water enabling. In reality if you modify the w3e file directly you can enable it for specific nodes and set water height to one of 2^14 values.

2. If I do not lower the terrain at the start, as I raise it the shore waves does not work.
Waves may require a restart of the editor. They are some eye candy that is not very deterministic.
 
Exactly what isn't working? I can see rolling shores both before you kill the guardians and after the ground shook.

Edit: Nvm I understand now, the center part is supposed to be submerged but then elevate which doesn't add the rolling shores.

Seems MeKC is ontop of this so GL with this neat idea.
 
No no no, I mean I manipulate the terrain during the game. And this is the problem.
It is not possible to change the water flag of nodes during a session. You will need to flag all nodes as water during editing.

The waves might be statically computed and not physically so changing water will not change them.

the terrain is unwalkable even when it is risen from the sea.
Terrain has nothing to do with the pathing map. They are separate files even. Walkable water? No problem. Sail over land? No problem as well.
 
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