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Fluid Oscillator Issue
http://www.runestorm.com/forums/viewtopic.php?f=6&t=33169
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Author:  Echo 419 [ Wed Mar 28, 2007 3:31 pm ]
Post subject:  Fluid Oscillator Issue

Image
Anybody know how to fix that issue in the right side with he disappearing models?
Because Ive tried numerous things and I still haven't fixed the problem. And sometimes the models when dead will float but you'll only be able to see the top half or if your under water there bottom half

Author:  thetrunkmonkey [ Thu Mar 29, 2007 12:42 am ]
Post subject:  Fluid Oscillator Issue

no clue wiced map btw where did you get it

Author:  Echo 419 [ Thu Mar 29, 2007 5:26 am ]
Post subject:  Fluid Oscillator Issue

Its one Im working on thats why I need to know how to fix it ;)

Author:  thetrunkmonkey [ Thu Mar 29, 2007 1:53 pm ]
Post subject:  Fluid Oscillator Issue

hmm maybe you can wait till one of the devs gets here

btw this sould be in the suport formum

Author:  Bjossi [ Thu Mar 29, 2007 2:22 pm ]
Post subject:  Fluid Oscillator Issue

This is the correct forum.

I wish I could help you out Echo. I believe BlackEagle, SB or DC can help with this. So just be patient and we'll see if they won't answer soon enough. 8)

Author:  Echo 419 [ Thu Mar 29, 2007 2:48 pm ]
Post subject:  Fluid Oscillator Issue

Im thinking that the problem is that I used 31 fluid oscillators, although I don't know how to make just 1 giant one to cover my map

Author:  KylinRage [ Thu Mar 29, 2007 11:11 pm ]
Post subject:  Fluid Oscillator Issue

There should be tutorials that can be found on google.

Author:  Echo 419 [ Fri Mar 30, 2007 5:19 am ]
Post subject:  Fluid Oscillator Issue

Ive searched Google but found not tutorials relating to my exact issue

Author:  Tyster [ Mon Apr 09, 2007 10:01 pm ]
Post subject:  Fluid Oscillator Issue

3 thoughts:

1: 31 oscillators?! Just wanna check, you know you can make the fluid surface generate random ripples, right? That is much more potimized than the oscillators, I would think.

2: Have you tried deleting the current fluid surface and re-adding it? I dunno why, but sometimes, re-doing something makes problems dissapear.

3: Make sure you don't have any anti-portals or wierd zone portals in there. I can tell you from experience that zone portals can really bite you in a rear. In a map I'm working on, I left some un-needed zone portals left over from a scrapped optimization idea; that caused a power node and all vehiclles/weapon lockers nearby to completely dissapear, and the lighthning was screwed up - and those were't even near the portals! Deleting those portals made everything better. Also, after deleting those portals, my framerate went from 15 to 60-80

btw: I have a feeling I may have heard your name elsewhere, Echo 419. Is that the call-sign of "FoeHammer" in the game, Halo?

Author:  Tolil [ Tue Apr 10, 2007 5:26 pm ]
Post subject:  Fluid Oscillator Issue

Tyster wrote:
btw: I have a feeling I may have heard your name elsewhere, Echo 419. Is that the call-sign of "FoeHammer" in the game, Halo?


1: Yes.
2: Echo, did you check the UT2004 wikis? They might have some info that could help.
3: What is a Fluid Oscillator? ;)

Author:  Echo 419 [ Tue Apr 10, 2007 6:08 pm ]
Post subject:  Fluid Oscillator Issue

As far as I know a Fluid Oscillator is...hmm its hard to explain maybe Im using the wrong term anyway Im going to try to explain it to the best of my knowledge the water you see in that picture is a Fluid Oscillator floating on the surface of a water volume.

****EDIT**** Well looks like its my mistake for any confusion regarding the name of this thread. It seems that i combined the names of the actors together stupid me %-6 And yea my name comes from Halo but joseph already answered your question, the reason I chose it is because foe hammer decides to get shot down right as the games about to end DARN THOSE COVENANT!!
Image

Author:  Tyster [ Tue Apr 10, 2007 10:09 pm ]
Post subject:  Fluid Oscillator Issue

Here's a quickie on what is a fluid surface oscillator. It works with a fluid surface actor (the water layer). The oscillator does just that - it oscillates the fluid surface. In more laymen terms, it causes a piece of the fluid surface to bob up and down forever. Think of it as a repeated effect of shoots a projectile in the water creating ripples. You add the oscillator to the level, place it somewhere above the fluid surface, and open up its properties. Under the peroperty tab 'fluid surface oscillator', you can set:

-Its strength - how drastically it will cause a ripple at its location

-Its radius - how wide the ripples will be

-Its designated fluid surface - This tells the oscillator what it is affecting (click on "find" and click on the fluid surface).

The fluid surface oscillators are useful if you have a certain area of your fluid surface that should have a more pronounced ripple effect than the area around it. It can help add believability to periodic disruptions in the water, drips, waterfalls, or turbulant activity ina an area. I can't really see why you'd need 31 oscillators, when you can have the fluid surface generate random ripples, but if you see a reason, go for it.

Author:  Echo 419 [ Wed Apr 11, 2007 2:38 pm ]
Post subject:  Fluid Oscillator Issue

Alright thanks :D Ill get back to my map as soon as I finish this KF map

Author:  Captain Xavious [ Wed Apr 11, 2007 5:24 pm ]
Post subject:  Fluid Oscillator Issue

On the subject of fluid surfaces... i need to make one 175 by 200 (minimum), but when I enter that size, the fluid surface just disappears... Anything I can do to make this work?

*EDIT*
Nevermind! Found the solution! You can change the grid size. That helps things. :P

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