Water Questions

Post » Mon Jun 18, 2012 10:49 pm

I have a few questions about placing water in a dungeon:

First being it seems there is a bottom to the water I place, how do I extend it so it goes lower?

Second, how do I make the water seamless? I put the water activators next to each other but the player makes gasping sounds as I go in between the two squares.

Lastly, when I am resting at the top of the water, I can see through it when looking down. How do I make it so it's like other water in the game?

Thanks to anyone who can answer any of these.
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Ricky Meehan
 
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Post » Mon Jun 18, 2012 10:50 pm

Look at some of the huge waterous caverns in the game, they all use massive water objects. If your cavern is SUPER huge, make it an 'fake' exterior like Blackreach. As you cannot adjust the depth (or at least couldn't in previous games) of the water object.

If you are near the top of the water, but your camera clips through and can see under, it doesn't look foggy as that is done via image space modifier. It's a 'flaw' or 'poorly designed' portion of their whole water/swimming system and that happens with any and all water in the game. (Check in other dungeons) Just like how if you go under water, then peek your camera through the surace, the above water portion still looks all densely foggy as if it was under water.
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Devils Cheek
 
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Post » Tue Jun 19, 2012 1:41 am

Look at some of the huge waterous caverns in the game, they all use massive water objects. If your cavern is SUPER huge, make it an 'fake' exterior like Blackreach. As you cannot adjust the depth (or at least couldn't in previous games) of the water object.

If you are near the top of the water, but your camera clips through and can see under, it doesn't look foggy as that is done via image space modifier. It's a 'flaw' or 'poorly designed' portion of their whole water/swimming system and that happens with any and all water in the game. (Check in other dungeons) Just like how if you go under water, then peek your camera through the surace, the above water portion still looks all densely foggy as if it was under water.
Ah I see, so far my cell isn't big enough to justify making a fake exterior so I'll just find another loophole. As for the camera clipping I'm aware of the issue, but for the water I make is worse than other water in the game. Not too sure why that is. Thanks for the ideas :)
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Casey
 
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Post » Tue Jun 19, 2012 12:40 am

oh but about the seamless water thing, could it be possible to put two water activators on top of each other so it would double the depth of the water? Or would it make a gasping sounds in between the activators?
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Dan Scott
 
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Post » Mon Jun 18, 2012 11:52 pm

Bumping, I tried stacking the water activators but that clearly doesn't work. Is no one else working with water?
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darnell waddington
 
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Post » Mon Jun 18, 2012 7:57 pm

I'm having the exact same issue, more or less. Water is doing my head in.

I've created a large cave with a river running through it, and I want to have an underwater passage at the end of the river.
To do this I have put one of the small hall pieces with a hole in the top under the river, which I then plan on connecting to other hall pieces. All of these I wish to be underwater.

What happens though is that I swim down underwater, then down through the hole in the small hall roof but then halfway down the water stops and I drop into the hall, which has no water in.
So I need to find a way to lower the water from above or put in a square of water around the piece or something. I then need to also make the hall pieces underwater, without having a visible water level at the top of them.

I really have no idea now, and its either find a solution or scrap the underwater part. :(
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GEo LIme
 
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Post » Mon Jun 18, 2012 9:44 pm

Can you scale the water activators?
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butterfly
 
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Post » Tue Jun 19, 2012 9:25 am

Can you scale the water activators?
You can indeed.
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Zualett
 
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Post » Tue Jun 19, 2012 2:12 am

If you do not want to make a fake exterior space, just check "Has water" in cell properties.
It will add endless water from Z 0 and bellow.
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Darian Ennels
 
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Post » Tue Jun 19, 2012 8:27 am

If you do not want to make a fake exterior space, just check "Has water" in cell properties.
It will add endless water from Z 0 and bellow.
That option no longer works.
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Olga Xx
 
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Post » Tue Jun 19, 2012 9:08 am

After checking out Ilinalter's Deep 01, I found that they achieved deeper water by scaling up the water activator. I just assumed that the depth was set and all I would be changing was the surface size, this is not the case.
It also showed me how to do reflections and some nice effects, yoink!

My next problem now is that I cannot figure out how to change the direction of water. Not the current, but the actual animation. At the moment the water is flowing all in the same direction and towards a waterfall, which just looks weird.
Does anyone know how to change this?
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CHangohh BOyy
 
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