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#1 |
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Senior Member
Join Date: Jul 2006
Posts: 870
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I've searched around and it seems a lot of people have ran into this same problem, but it also seems to me that most of them havn't tested this over a long period of time. (from what I've read).
I'm making a single player game and one of the areas has water in it, I have a FluidSurfaceInfo all set up nicely and everything looks great. When I created the skybox it broke the fluidsurfaceinfo, in that it turned totally static and refuses to move. I removed the skybox and it returns back to normal. I repeated the process and there is something conflicting with the skybox (or more precisely the SkyZoneInfo). Its reproduceable 100% from what I can see. So I decided to use the FluidSurfaceOscillator to genereate a slight ripple effect. (As all I want is a little fluid motion). The problem I have noticed is that over a long period of time the ripples get bigger and bigger and more turbulent, event to the point that they shoot up and down through the entire map at great heights. I had an idea of creating a new actor that monitors the FluidSurfaceInfo or Oscillator and controls it somehow but I'm not sure if these things can even be changed on the fly. Does anyone know what I might be doing wrong, or have any fixes for this? I would appreciate all the insight anyone might have into this problem. Part of my level is centred/focused around a watery lair that houses new aquatic creatures and so this problem is very unsettling for me
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#2 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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Strange, never ran into things like that myself. Try removing the FludSurfaceInfo and adding a new one, then change parameters and see what causes it to break like that.
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#3 |
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Senior Member
Join Date: Jul 2006
Posts: 870
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We already know its something to do with the skyzone, atleast that seems to be the culprit more often than not but more investigation is definately needed. I'm going to investigate the oscillator some more. I'm hoping that when you leave the zone and no longer see the fluidsurface, that its reset to its initial state. My game is quite slow paced and so you could see it for quite some time, but i'm hoping to work around it, if that is the case.
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#4 |
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Senior Member
Join Date: Aug 2006
Posts: 593
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You can always use an xProcMesh if the FSI is not working for you.
__________________
UT: Marathon Resurrection (UT1 Singleplayer) UT2004: ONS-2Tricky-DW (RC2) UT3: Configurable Weapon Lockers v01b - CTF-Sinkhole - CTF-Skyline |
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#5 |
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Senior Member
Join Date: Jul 2006
Posts: 870
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When you leave the zone and return (stop rendering it and come back) it still is behaving horribly. Here is a screeny of what I am talking about, this is after about 10 mins of game play.
![]() I did think about an xproc mesh but i'm not sure if it will react as good as a fluid surface but it might have to do at this point
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#6 |
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Senior Member
Join Date: Nov 2007
Location: Lithuania
Posts: 1,816
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Wow, mountains of water. Like I've said, try changing parameters one by one to see if only one of them is creating this bug.
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#7 |
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Junior Member
Join Date: Jun 2009
Posts: 24
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I'd have to say it's the fluid oscilator settings as well. Try maybe copying an oscialtor from another map and see how it works.
They can be a REAL pain to tweak. Sometimes it's best to delete the actor and start over. Dealt with the exact same issue on DM-UC2-Horizon. |
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#8 |
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Member
Join Date: Mar 2009
Posts: 58
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Don't know about this exact issue, but this might be relevant: If some staticmesh touches the FSI, the FSI may become static. Had to move the staticmesh away from the FSI. This was also consistently reproducible.
__________________
"Those are tears, Jefferson!" |
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