Rendering the water, underwater roombounds

Post » Thu Jun 21, 2012 6:39 pm

I have a quite large underwater area with multiple rooms. The problem is quite simple: the water object (I'm using a scaled water1024) won't render in most of the underwater rooms. I don't want to make it one big room unless there's no other choice, since the whole area is next to a huge space already. I tried using some multibounds to "connect" the water with the rooms, but the outcome was a buggy mess.

Another solution would be making multiple water objects instead of using one, but swimming from one "water block" to another causes the character to catch breath, making it practically impossible to drown. Is there a way to prevent this, like connecting the water objects somehow?
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candice keenan
 
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Post » Thu Jun 21, 2012 8:29 pm

Don't know if there was a mistake earlier, but the water seems to render underwater after all, no matter how small the area covered by the marker is. The biggest problem was rendering the surface anyway. I solved that by breaking the rooms apart, adding a new room marker on the surface, covering a large area (and the pivot point) of the water surface and joining the "surface rooms" using it. I have shallow areas after that, so I could just use multiple water objects. The joined rooms seem to render separately anyway, thanks to walls.

Seems like the water object is rendered now always, overruling any room markers and occlusion objects.
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Nikki Lawrence
 
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