10-06-18, 15:02 | #1 |
Member
Joined: Apr 2017
Posts: 17
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Desynchronized Ripples
Hi everyone,
I'm building a level with some large connected water rooms, the problem is that despite choosing the same number of the ripples' intensity for each of them, you can see the connections between these rooms because the waves aren't synchronized with the others, so you can see some "holes" on the doors. I was told to use the Refresh button but it didn't solve the problem, I even tried to disconnect the rooms, remove the water and refresh everything, but nothing change. This is something I never faced, anybody knows a solution about this ? |
10-06-18, 15:16 | #2 |
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Joined: May 2007
Posts: 20,454
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Both water and reflection rooms need the same numbers.
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10-06-18, 23:55 | #3 |
Member
Joined: Jul 2012
Posts: 4,286
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Peiga figured this out a while ago. It has to do with the size of the rooms and how the ripples algorithm divides it up. I'll try find the post when I get to my computer.
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11-06-18, 01:40 | #4 |
Member
Joined: Feb 2006
Posts: 1,517
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Oh interesting. I guess I’ve noticed that water reflections are off from one room to another, creating apparent desynchronized light and shadow on doorways. I thought this was unavoidable but it would be great to fix if it’s possible.
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11-06-18, 02:27 | #5 |
Member
Joined: Jul 2012
Posts: 4,286
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Okay I found the thread. Though I remembered incorrectly. Piega asked about the issue and TR-Freak solved it on page 2.
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11-06-18, 11:26 | #6 |
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Joined: Apr 2005
Posts: 9,208
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From Piega's post is sounds like he thinks what TR-Freak wrote is right, not that he confirmed it.
The explanation with the room size sounds plausible, but I do remember testing Coastal Ruins in TombEditor and at some point the water surface didn't match either despite no changes to geometry or room sizes... |
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