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Multiple Water Levels Issue


kane4355

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So I have a House mod I am creating that has two levels in one cell. In these two levels there is also two water levels. The lower water level has a path around it like a fountain whereas the top level surrounds the fountain around it, but also covers the pathway around the lower water level. So, when you walk into the pathway, you go underwater, even though there is no water there It seems because the water level above is set there and it is not seeing the static as a ground, it is setting the ground level by default to where the lower one is.

 

How can i set multiple ground levels in interior cells so that i can walk underneath the second level?

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pretty sure anytime you have actual water in a cell, everything below is under watter. You could make it appear as if you're going down below, then have a door to another cell that's somehow made to look like it's below the above part. This may not fit your mod at all, I can't see to tell.

 

I'm thinking a staircase going down, that has an autoload door(like at cave entrances) then you load into a separate cell that has an upper level that looks like it's the upper level you were just on. Again, this may be not at all compatible with your idea.

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pretty sure anytime you have actual water in a cell, everything below is under watter. You could make it appear as if you're going down below, then have a door to another cell that's somehow made to look like it's below the above part. This may not fit your mod at all, I can't see to tell.

 

I'm thinking a staircase going down, that has an autoload door(like at cave entrances) then you load into a separate cell that has an upper level that looks like it's the upper level you were just on. Again, this may be not at all compatible with your idea.

 

No seperating the cell would not fit at all. being on the first floor you need to be able to see above. its two floors, one on top of each other, with a hole in the middle. the fountain on the 1st floor sits center where the hole is and above there is also a waterfall and fountain that cascades down into the fountain below. separating this cell will destroy the idea entirely and if what you are telling me is that i cannot create multiple ground levels or a way to set the water so it stops at the 2nd floor static then I will have to rework my idea.

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You can't have two different water levels in the same interior cell, the engine only handles one, and everything below that level is filled with water within the bounds of the water object used.
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No, the engine can handle multiple water planes at different levels. The only thing is, everything under each plane is considered underwater. Now, if it's possible to tie a collision plane to the water plane, or something similar, I don't know.

You could possibly use the water plane on the lower, but use a puddle that's enlarged to cover the top. If the colors don't match, duplicate the one to match, make new world data water type and set it to the duplicated activator. Cheap, may not work too well, but it's a slight workaround.

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You can't have two different water levels in the same interior cell, the engine only handles one, and everything below that level is filled with water within the bounds of the water object used.

 

I was using the wrong method of wording for the topic - its not the water level i am concerned about its the ground level referenced to the water. I do have multiple water levels in the game and that works fine except the one that is higher than the other is causing everything under it to be underwater. This level does not cover the other water level and when i go into this area where the lower level is, i dont get the same effect.

 

 

No, the engine can handle multiple water planes at different levels. The only thing is, everything under each plane is considered underwater. Now, if it's possible to tie a collision plane to the water plane, or something similar, I don't know.

You could possibly use the water plane on the lower, but use a puddle that's enlarged to cover the top. If the colors don't match, duplicate the one to match, make new world data water type and set it to the duplicated activator. Cheap, may not work too well, but it's a slight workaround.

 

All ideas sound good but sadly will not work for what I wanted to do. I will just have to rearrange it and remind myself that i cannot do it this way. Unless someone comes up with a way to do it, like a collision marker or something.

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Can't you just scale the water plane down and add several of them that are side by side in the pattern that you need. That way, the water will be restricted to the size of the plane. Any water underneath it can be hidden by rocks, architecture, etc.
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Can't you just scale the water plane down and add several of them that are side by side in the pattern that you need. That way, the water will be restricted to the size of the plane. Any water underneath it can be hidden by rocks, architecture, etc.

 

that is what i have. i have a fountain as center and there is a half ring of water that surrounds it but at a level higher and it sits on top of static. it is set in a pattern and they are scaled based on size that is sufficient to fit where it is at. That isnt the issue, regardless of scale and size, anything below and even under a floor and a roof, is underwater altho it doesnt display that way. Once i enter the area underneath the upper level water i go into an underwater mode.

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I tried a couple of tests using the collision planes, cubes, multibound, and occlusion. No go with either. Unless... You were to create your own water plane, and set the water type to maybe Puddle or something? Would that work?
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