DaemonGrin Posted January 27, 2013 Share Posted January 27, 2013 Just curious I was testing an interior cell for a mod I am creating the room is full of windows looking out into lots of water. Should I use several place-able water planes or is scaling 1 ok. I went for a swim in it and got some weird underwater fog issues it would go foggy I move a little then it would be clear. The only thing in the water besides underwater cliffs creating a trench perimeter are a couple bubble effects. Another question while Im at it is there any negative effects for 2 water planes to be overlapping? Thanks! Link to comment Share on other sites More sharing options...
Xaranth Posted January 27, 2013 Share Posted January 27, 2013 First, I would scale it wherever you need a contiguous piece if you can, I got some weird behaviors using multiple pieces to make one flooded area. Second, I have no clue. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 27, 2013 Author Share Posted January 27, 2013 (edited) I got some weird behaviors using multiple pieces to make one flooded area. Like what? I have 3 planes at the moment 1 huge piece and 2 smaller rotated pieces for the room I built. Its a half hex shape at the moment (might turn into a full hex not sure yet). Here's the main issue the fog shifting. Edited January 27, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
Xaranth Posted January 27, 2013 Share Posted January 27, 2013 When underwater, the scene would switch from 'water space' to 'air space' somewhat randomly, not even when crossing borders from one to the next. It was consistent when I used one piece. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 27, 2013 Author Share Posted January 27, 2013 When underwater, the scene would switch from 'water space' to 'air space' somewhat randomly, not even when crossing borders from one to the next. It was consistent when I used one piece. I see that sounds exactly like what is happening to mine. Link to comment Share on other sites More sharing options...
JustinDK Posted January 28, 2013 Share Posted January 28, 2013 When underwater, the scene would switch from 'water space' to 'air space' somewhat randomly, not even when crossing borders from one to the next. It was consistent when I used one piece. I see that sounds exactly like what is happening to mine.Could have something to do with bounds or room portals - not being able to render / cull the cell properly, if you do not encounter the issue when scaling a single piece I would just stick to that method. This limits your view port into the water to one angle in the dry area though, achieving a second or third wall 'looking out' into the water will require individual placed water per wall. I am not aware of any way to displace water from an interior cell, while keeping the exterior dimensions flooded. Keep this in mind while going ahead. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 28, 2013 Author Share Posted January 28, 2013 Well its not really an issue anymore. I was testing the water to see if I wanted to add a quest that took the player out in that section as it is. But thought instead I would make an event that flooded that area and switch to a single water plane if I do involve that area of water. As for roombounds that section is going to be one big section using a teleport link. The only way that a player would notice is if they went tcl to check it out and I would hope they understand its not a modders fault. Link to comment Share on other sites More sharing options...
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