| 01-31-2009, 06:34 AM | #1 |
So today I was out on the beach, looking over the sea with ships and stuff, I saw waves of water which crashed upon the rocks and I was thinking about something, is it possible to make wc3 water look realistic by making the water go up and down randomly? Also making waves of water move fast and slow possible? Looking as though they are disturbed by something and is crashing at a direction with sounds if possible. So is this thing makeable? making waves of water go up and down, using waves and can manipulate speed of the waves / water so it looks realistic unlike dull wc3 water which is so square. |
| 01-31-2009, 08:20 AM | #2 |
I don't think it would work, because the only way could do it is with terrain deformations, and when you raise the land up, it doesn't raise the water with it. Instead, it raises until its out of the water without affecting its height at all. |
| 01-31-2009, 10:04 AM | #3 |
Paint the ground as water and use terrain deformations there? :P |
| 01-31-2009, 10:58 AM | #4 |
It wouldn't work as I'm using deep water, kinda impossible to do that with land as my land will get screwed. Got my main map up already so I can't afford to do that. |
| 01-31-2009, 11:19 AM | #5 |
Don't have water / make it see through. Then model it, something like Infrane's model but more complicated. Then put that into the map. Ofc, making the model such that it tesselates and looks good would be tricky. |
| 01-31-2009, 11:20 AM | #6 |
How about animated water doodad? You could achieve the up and down with that(?) Or would it become unplayable? |
| 01-31-2009, 01:36 PM | #7 |
Animated models don't go up and down after the game starts, they are supposed to be like natural nature water. I hope you know what a real life water wave looks like or i am .Waves appear and disappear randomly at the map so that idea is not possible shadow killer. |
| 01-31-2009, 02:17 PM | #8 |
An animated model in unit form, give it locust. The model'd look like a wave. Most practical solution I think. |
| 01-31-2009, 08:05 PM | #9 |
Wouldn't it work to create a water base model and then create another model for the waves? It's an easy solution. |
| 02-01-2009, 10:24 PM | #10 |
Mass locust water elemental with 50% transparency? |
| 02-02-2009, 01:26 PM | #11 |
No, it would cause uber lag since it is not a tiny / small map size of my map. |
| 02-11-2009, 03:45 PM | #12 |
There is a spell called water drag: http://www.hiveworkshop.com/forums/r...Dlist%26r%3D20 I have not downloaded it or opened it, but the image attached to the post/upload appears to be what you are looking for or close to it. Perhaps you can get an idea or two from it or maybe use it with a dummy unit (hidden unit) that casts the wave as a periodic event. If not then there is a model http://www.wc3campaigns.net/showthre...ighlight=water it has three variations which are waves, single, triple and a 'crashing on shore' wave. I use the waves part for shorelines instead of having the waves on via the properties menu, more flexibility in placing waves were I want on my map. You could tie it onto a pathless/collision less unit that has no movement speed, no turn speed and has flight and change the height of the unit as a periodic event. Lastly there is the default rising water doodad (under Icecrown Cinematic doodads) that you might be able to use, changing its animation at a periodic event. Unfortunately placement of those always leave lines where the water meets from different doodads. To change its animation you use: Trigger: Animation - Play the stand animation for all doodads of type Rising Water Wide within (Playable map area)It has a "Stand alternate" for rising and lowering. Ultimately what you might need is a model maker to make a 'new' model of rolling waves like what one sees on a real ocean. I do not know how possible that it or how much space such a model would require (animation wise). |
