Views: 19,856,761 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
03-29-24 01:33 PM |
Guest: |
0 users reading This "Water" Problem | 1 bot |
Main - Archived forums - General SMG hacking - This "Water" Problem | Hide post layouts | New reply |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 2094/4661 EXP: 20825345 Next: 405921 Since: 07-07-12 Last post: 1322 days ago Last view: 335 days ago |
Over the past couple of weeks I've seen a majority of people constantly saying that water (That's not RailMoveWaterObj because it's just a square and nothing else) is pretty much useless and glitchy and unusable.
Yes. It is not useable. Right now. So, for now I've decided in an alternative. 1) Make the water model for the desired planet. (Has to be transparent, unless you want a glitchy top and it would look bad) 2) Import it as _______PlanetWater and don't do the collision. Just the bdl. 3) In PlanetMapDataTable put down YourPlanetNamePlanetWater and set the WaterFlag field to 1. 4) In Anarchy\Whitehole, place your water in the desired position. 5) Add a water area, and set it's obj_arg0 to 1 and it's AreaShapeNo to 0, and scale accordingly. Rescale it and test. (This will require a ton of testing, I'm just saying.) You're done. Before people start saying it's glitchy and stuff (Because it is. But uhh it's better than a stupid cube, right?) Until we find the proper collision value, this is probably the 2nd easiest way to do it ATM. (Other than RailMoveWaterObj.) Sorry for my absence, but I'll be gone for another 2 weeks. Questions? Well, I can't answer them. Just ask another person for now. Thanks. ~MrRean ____________________ a |
mibts |
| ||
Panser =Josh65536 (Programmer) Level: 39 Posts: 128/331 EXP: 374265 Next: 30506 Since: 08-31-13 Last post: 1920 days ago Last view: 196 days ago |
@someone_else
So... Every time Mario passes the model, his underwater/overwater state toggles, right? ____________________ Current hack: Excerpt from Super Mario 256 |
MK7tester |
| ||
Magikoopa I'm back Level: 104 Posts: 2533/3145 EXP: 11542393 Next: 319733 Since: 07-07-12 From: Dolphic Island Last post: 2571 days ago Last view: 2569 days ago |
What's the point of setting waterflag when you'll still have to do waterarea. |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 2101/4661 EXP: 20825345 Next: 405921 Since: 07-07-12 Last post: 1322 days ago Last view: 335 days ago |
You have got to be kidding me, right?
Yeah let's just put a cube of water in there but you can't swim in it. Posted by Silver ._. You'll always need to use WaterArea. ____________________ a |
Main - Archived forums - General SMG hacking - This "Water" Problem | Hide post layouts | New reply |
Page rendered in 0.023 seconds. (2048KB of memory used) MySQL - queries: 26, rows: 198/198, time: 0.012 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |