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#1
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So I made a test map with a FluidSurfaceActor, and it forms ripples when I shoot at it (yaay!), but it doesn't seem to interact at all with the player when he steps around in it. Is there any way to force the FluidSurfaceActor to ripple when a player wades around in it? (It's 24uu off the ground).
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#2
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This might prove useful:
http://www.hourences.com/tutorials-ue3-water-volumes/ |
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#3
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Actually, I just found out that this is a non-problem. It actually does form ripples; it just wasn't as obvious to me as the ones caused by shooting at it due to my FluidSurfaceActor properties. Thanks for the link, though; I got a very good water material out of it.
![]() Now I just need to figure out how to stop the water from kicking up dirt when I shoot at it... |
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#4
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Check the physical material attached to your water material, it's probably dirt or something.
__________________
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Close. It's actually the default impact effect. You are spot on though. Assign a physical material on the water material. Alternatively, you may be able to override it on the FluidSurfaceActor.
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#6
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I chose the Water_PM PhysMaterial provided in the editor. Works great!
![]() A somewhat unrelated question, though: I have the water material surface set to distort the stuff beneath it, but when I go in-game it also takes the player model and weapon model into account for its distortion calculation! I read on some UDK forums that this is just a fault of the UE3 engine. But in a demo video I saw the UT3 player character walk over the fluid surface and his gun didn't get distorted behind the water material. Is this an RO2-exclusive problem?
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Quote:
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#8
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Spoiler!
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#9
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In case it's not clear from the image, the water is distorting the player and weapon models even though they're not underneath the water surface. Apparently, this is a known problem IN UE3 for static meshes / bsp, but in the demo videos I see, the player models don't have this problem.
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