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How to solve the Water Problem


PrometheusTS

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I suppose you have a heightmap loaded and that you have it in your separate worldspace ...

 

to avoid the loading dds texture popup , go towater list and click on potomac water , rename it to the water you want to use for your worldspace and eventually substituite the noise texture with one of your own , respect same folder structure...

 

after this go to worldspace and set the new noise porper file , same as befoure , select also the new water in place of the default water ...

 

Then put all water , water lod and terrain at 10500 , ( I use this couse is the level I have tried but I suppose any height would work ) the important thing is that all the terrain is submerged ...

 

then now load ur worldspace and check the cells , if no error then all good.... now go to heightmap edit how you like and save ....

 

once you are satisfied with all the world shaping and you are sure that you do not need to change again the coastline forms then go to worlspace and lower the water level at the place that you want to , for example in my worldspace the terrain is at 10500 and the water at 500 ....

 

then you should have no more autowater creation problems...

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May be could vbe sticked somewhere to not let it be lost in the mass of threads .... Its actually the only fix that for me worked permenetly solving the water coastline problems that created holes and bad connections .... this one works fine and I never had anymore any issues with water since I adopted this system ....

 

let me know if it works I am glad I could help out with a small contribution....

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