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I've gotten to the point where I am comfortable sculpting terrain to how I want it along with adding different paint layers to show dry/wet areas. However, while playing around with the instance painter to add in water, I have been unable to figure out the best way to implement it without causing issues from different elevations.

I have tried two different methods and both seem to be riddled with issues when trying to work with water planes.

Method 1: Add in the water planes to a terraformed map after watching a video by Dima Mozalevskiy(video: https://youtu.be/KFr1eVzvDeA )

Before: https://cdn.discordapp.com/attachments/317162246398803968/366003400418263050/unknown.png

After:
https://cdn.discordapp.com/attachments/317162246398803968/367022249976397844/unknown.png

Issue: Because of the elevation changes as well as painting over new layers of water, the end result in-game looks bad when I thought they would overlap seamlessly.

Method 2: Start with a flat-plane, add my terrain paint and water planes, and then elevate the map.

https://cdn.discordapp.com/attachments/317162246398803968/367022343471628289/unknown.png

This seems to be the best solution thus far, but I was wondering if there was an easier method. (The green area was the result when I was trying to paint the area with a third paint.)


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you can also try paint water via aigrid , i dont use sea for my map but try aigrid painting water

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Looks like the "issue" visually is because of the terrain beneath it being rugged, making the refractions (reflections through the water) seem jagged and edgy.

Use the terrain smoothing tool on the terrain edges and the sea-floor smile

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Well, what happened was I raised the terrain around the islands to where I wanted the water level to be after using the terrain level tool. The remnants after painting it on one level left blotches that I tried to cover up by lowering the terrain and painting over them, which I thought fixed it.


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I'll try that as well since I would have to paint the surface anyway with the AI grid.

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Hey everyone,

for placing water, try to avoid painting water on terrain or using the instance painter. smile
Especially the instance painter. Please don't use this for water, it will not work the way you want it to.

What we do

For big water bodies with different elevations and flow directions (f.e. NAT_Water_FJ_Ocean for Fort Joy ocean)
-- Export the terrain to your 3d modeling environment. To make a custom mesh and import that back into the game as a root template.
-- Set "Wadable" to True on this root template
-- Create a custom flow map according to that model to make flow directions correct for rivers etc.
-- This is the difficult flow, which you don't have to really worry about since 95% of the cases can be covered with the flow below

For smaller situations and home-made maps (f.e. The Sandbox)
-- Take a "NAT_Water_{Something}" root template.
-- Place multiple of these rectangular water planes / Scale the planes to cover the area where your water needs to be
-- Make sure the template you choose has a Physics Resource ID (or assign plane physics from the resource browser) and that the "Wadable" property is set to True. (A working example root template is NAT_WaterPlane_GM_Area_Cave_Generic_Physics_A)

Why?

Wadable
-- If set to true. AI grid generation will automatically treat the terrain under this scenery as walkable up until a fixed height (more or less human hip height). Used to automatically generate walk/block areas under water. Also automatically assigns "wet" status to my character walking into this water without having to paint water under it. This only works when the root template has physics.

Why not the instance painter?
-- The instance painter is to paint random occurrences of scene fillers. Grass, bushes,... Water is not random,
you need to place these by hand according to your preferred level design. More importantly: Instances don't have physics. So "Wadable" won't work and you have to paint walk blockers and water ai by hand, which is unfeasible if your terrain changes a lot.

Checking The Sandbox can be useful here. The river on the left side of the map uses the recommended approach.

Sincerely,
Kevin

Last edited by Larian_KVN; 11/10/17 08:46 AM.

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Awesome, I'm trying to build a largish river in the middle of one of my maps, with a decent speed to it, I generally learn by video but there isn't much to go off, I'll try these tips (i had just watched the video about the instance painting, and was actually just trying to work with that, but i couldn't figure out how to get a moderate flowing river painted there). Atm I'm just using the large river object and elevations to work it.

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Wow. Compared to the amount of fuss I had to do to get water to work with me before this feels like a total breeze.

https://cdn.discordapp.com/attachments/317162246398803968/367742888735670284/unknown.png

This is an example of the second method suggested by Larian_KV, and at first it looked like there was an issue due to the ship having a "gap" between the bow and the water, but when I check it in-game the problem solved itself. Now I can finally get back to making the map!

Last edited by SchmaltzyCynic; 11/10/17 06:41 PM.
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I worked on it so more, and now my whole island is coming together quite nicely!

https://cdn.discordapp.com/attachments/169758353663197185/367761107558858763/unknown.png

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Glad to see the progress smile Keep up the awesome work!


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Layered two water maps on each other to get a nice river feel, when players cross the rock bridge, they also get wet, which is nice.
https://cdn.discordapp.com/attachments/354126642383421443/368289188497457152/Capture.PNG

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What two planes did you use to get that river effect? I would like to make that for my river that flows out from the waterfall/lake out into the main channel of my map.

Also, I've begun dabbling in the transition (TR) materials to add some more realism to my map, and I noticed you used at least three in yours (EarthGround, Plant and Sand). How do you set it up? Your method looks very naturalistic; I'm trying my best, though I am not sure how to make my impression on a cliff-face smoothly transition out into a small beach/cove.

https://cdn.discordapp.com/attachments/253310588233580544/368121298573983744/unknown.png

https://cdn.discordapp.com/attachments/169758353663197185/368114048757137408/unknown.png

Last edited by SchmaltzyCynic; 13/10/17 08:43 AM.
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Hi Schmaltzy,

Are you using a single terrain object or multiple aligned ones? Normally you want to use a single terrain, which you can resize if you need more space (see this guide).

For materials, make sure you don't use the TR_Base_ prefixed materials for painting. Those do not blend, so they show up as squares.

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No, I am using TR_Soil mostly after I paint my initial layers, so I normally start with sand, then add slate, then I add in TR_Soil_Whatever.

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I am making sure my terrain is all navigable by reloading my AI grid whenever I make changes. At the moment, my whole island is connected as I want it to be.

https://cdn.discordapp.com/attachments/317162246398803968/368346032603529216/unknown.png


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