3 Water Related Questions

Post » Sun Jun 24, 2012 12:46 am

Question #1

Below is the code for lowering the water level in a room but I can't figure out how to update the effects for the player. The water level goes down just fine but the player will still be swimming in the room until there is a cell load that will update the new water level. I cant find anything so that I know how to update the FX. If anyone has any info that would be great.

Scriptname BAMM_WaterTranslateScript extends ObjectReference{Water Translate Script for Pump Activation};========;;PROPERTIESInt Property CurrentState = 1 Auto HiddenObjectReference Property LowMarker  Auto{Xmarker Destination Water Height}Float Property WaterHeight Auto{Current Position Z}Int Property translateSpeed = 50  Auto{Water Descending Speed}float property afX autofloat property afY autofloat property afZ autofloat property afXAngle autofloat property afYAngle autofloat property afZAngle auto;=====;;STATESAuto State Phase1  	Event OnActivate(ObjectReference akActionRef)	CurrentState = 2			Debug.Trace("Entered state!")	GoToState ("Phase2")	EndEventEndStateState Phase2	Event OnBeginState()		afX = Self.GetPositionX()		afY = Self.GetPositionY()		afZ = LowMarker.GetPositionZ()		afXAngle = Self.GetAngleX()		afYAngle = Self.GetAngleY()		afZAngle = Self.getAngleZ()			Debug.Trace(afx + "Xpos" + afy + "Ypos" + afz + "Zpos" + TranslateSpeed + "Speed")		TranslateTo(afX, afY, afZ, afXAngle, afYAngle, afZAngle, TranslateSpeed, 0.0)			Debug.Trace("Translate Called")	EndEvent	Event OnTranslationComplete()			Debug.MessageBox("Water has Subsided")	GoToState("Done")	EndEventEndStateState Phase3EndStateState Phase4EndStateState Done;Send Here when completeEndState;=======;;FUNCTIONS


Question #2

The fx even without the water lvl change seem to be intermitent. You can jump out and then back in and the fx(Sound) go away and then come back sometimes but not others. Is this behavior normal?

Question #3

I am looking to figure out how to join 2 or more water planes together to fill irregular shapes. They seem to be a single square but won't line up at all.


Thanks. Any help would be appreciated.
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Mr.Broom30
 
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Post » Sun Jun 24, 2012 3:24 pm

#1 Collisions cannot be moved in game. This has always been an issue, but that means that changing your water level wont actually change the 'water level' at all. If you want the player to visually see it lower, the only solution is to make it so they cannot go near it while it lowers. Then, once it completes the lower 'animation' you've made, to disable that, and enable a pre-placed water object that's lowered already. Then the collision would change, and the player got to watch it lower/raise.

#2 What kind of FX? Are they objects placed in the world or ambient spaces?

#3 They most likely wouldn't line up because the edges are just a noise animation, which is semi-random I believe. You just have to make the one square big enough to fill the entire space, then hide it where it's outside of the intended area. Or, break up the room. Put a small wall in the water to 'seperate' the two squares of water. If you want ot use seperate ones, and have it completely open, you're out of luck. You would have to design the room to be fillable with one giant square. (so it doesn't go in other rooms)
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Elisabete Gaspar
 
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Post » Sun Jun 24, 2012 4:08 pm

#1 Collisions cannot be moved in game. This has always been an issue, but that means that changing your water level wont actually change the 'water level' at all. If you want the player to visually see it lower, the only solution is to make it so they cannot go near it while it lowers. Then, once it completes the lower 'animation' you've made, to disable that, and enable a pre-placed water object that's lowered already. Then the collision would change, and the player got to watch it lower/raise.

#2 What kind of FX? Are they objects placed in the world or ambient spaces?


Thanks for that. I was thinking about the Thieves Guild quest where the water lvl is rising with the player also ascending. I guess I will need to do that quest again and refresh my memory on how it goes.

I was reffering just to the sound fx, splashing while walking/running in shallow water.
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Crystal Clear
 
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Post » Sun Jun 24, 2012 12:40 am

Thanks for that. I was thinking about the Thieves Guild quest where the water lvl is rising with the player also ascending. I guess I will need to do that quest again and refresh my memory on how it goes.

I was reffering just to the sound fx, splashing while walking/running in shallow water.
Oh yeah, I forgot about that quest. I have yet to play it (Never done a thief character...) but I hear about it a lot. Maybe you could use that water object to acheive the same thing. Look into it for sure.

Water splashes do seems random. I have several ponds that splash sometimes when you run into them, but not others...
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George PUluse
 
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Post » Sun Jun 24, 2012 4:28 am

Oh yeah, I forgot about that quest. I have yet to play it (Never done a thief character...) but I hear about it a lot. Maybe you could use that water object to acheive the same thing. Look into it for sure.

Water splashes do seems random. I have several ponds that splash sometimes when you run into them, but not others...

Yup, TG08Water1024 will carry its collision as it descends/ascends. It also renderes much nicer in the interior space.

Thanks
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Richus Dude
 
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Post » Sun Jun 24, 2012 10:38 am

Currently doing a rise water script similar to the thieves guild one and seems to work fine for me . But here you are lowering water, maybe different issues about the player swimming out of water. Will need to test the reverse of my action.

Mine is raising the water level on trigger of my script similar to your script.
Too late right now to do it but will try tomorrow and come back for comment.
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Hilm Music
 
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Post » Sun Jun 24, 2012 8:29 am

About Question #3:

Can always create your own water plane and give it an irregular shape via manipulation in 3ds max. I once created a water 'plane' shaped like a 6 sided cube to test something out.
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Everardo Montano
 
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Post » Sun Jun 24, 2012 9:11 am

About Question #3:

Can always create your own water plane and give it an irregular shape via manipulation in 3ds max. I once created a water 'plane' shaped like a 6 sided cube to test something out.

Is that an offer to do the 3Dmax work?....JK

I was able to make it work fine with one of the vanilla water objects and it is pretty slick.

L
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AnDres MeZa
 
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Post » Sun Jun 24, 2012 2:25 am

Could you make us a "Water sphere" for fishbowl type effects?
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Nathan Risch
 
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Post » Sun Jun 24, 2012 3:18 pm

Is that an offer to do the 3Dmax work?....JK

I was able to make it work fine with one of the vanilla water objects and it is pretty slick.

L

Well, er, I guess I could have made it for you. If I had a better idea of what kind of shape was needed. But hey.
Could you make us a "Water sphere" for fishbowl type effects?

Behold, a water sphere... not as useful as you'd think it'd be: http://i221.photobucket.com/albums/dd141/SachioD/ScreenShot462.jpg
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Jessica Raven
 
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Post » Sun Jun 24, 2012 3:33 pm

Can you jump in the sphere and swim around in it? If so ME WANT
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Star Dunkels Macmillan
 
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Post » Sun Jun 24, 2012 1:18 am

Speaking of water...how can you use the Water Types? I haven't seen an easy "Plug it in here" type thing to make nonstandard water...like green glowing evil acid, or red glowing bubbling lava...
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GabiiE Liiziiouz
 
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Post » Sun Jun 24, 2012 4:14 am

Can you jump in the sphere and swim around in it? If so ME WANT

You can indeed.
http://i221.photobucket.com/albums/dd141/SachioD/ScreenShot467.jpg
http://i221.photobucket.com/albums/dd141/SachioD/ScreenShot468.jpg

It's not perfect, but it works. What triggers the actual water transition will always be as wide as the mesh's largest circumference. But anyways, here you go: http://skyrim.nexusmods.com/downloads/file.php?id=14949
Speaking of water...how can you use the Water Types? I haven't seen an easy "Plug it in here" type thing to make nonstandard water...like green glowing evil acid, or red glowing bubbling lava...

Water seems to be comprised of two main files. There's the first one, which is just the .nif that is linked to the activator that allows one to drag and drop it onto a map. Then there is the part that actually holds the water color, specular properties, and so on--unlike certain static objects, water .nifs do not have a BSShader. You could probably edit that (WATR files) if you want more unique water colors. http://i221.photobucket.com/albums/dd141/SachioD/water.jpg
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Ashley Campos
 
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Post » Sun Jun 24, 2012 1:47 am

You can indeed.
http://i221.photobucket.com/albums/dd141/SachioD/ScreenShot467.jpg
http://i221.photobucket.com/albums/dd141/SachioD/ScreenShot468.jpg

It's not perfect, but it works. What triggers the actual water transition will always be as wide as the mesh's largest circumference. But anyways, here you go: http://skyrim.nexusmods.com/downloads/file.php?id=14949

There is a good effect. Someone is gonna want to create water bombs that soak the enemies. Maybe load them up in a catapult.
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Maria Leon
 
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