Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Water ripples and flying units/structures fixed/polished #4

Closed
Ahli opened this issue Dec 14, 2022 · 0 comments
Closed

Water ripples and flying units/structures fixed/polished #4

Ahli opened this issue Dec 14, 2022 · 0 comments
Labels

Comments

@Ahli
Copy link
Owner

Ahli commented Dec 14, 2022

Issues

  1. The Liberator does not create water ripples when flying above water at all. It lacks the settings for that. All other Terran flying buildings and units, and Protoss Mothership have settings for that.
  2. The settings are not fine tuned, so some units show ripples and some show none depending on the height of the map's water

Fix

I split the fix into 2 parts, since I am not sure if the cliff edge fix impacts the performance. Since units are walking on the ground height level, I guess that the site operation will be fine as well.

  1. Liberator has 4 actors which require the missing settings
  2. I tweaked the height of the ripple generation range to match the units who were the lowest: Banshee and Raven

Actor Changes

    <CActorUnit id="Barracks">
        <TerrainSquibs index="0" RangeDown="5.800000"/>
    </CActorUnit>
    <CActorUnit id="Battlecruiser">
        <TerrainSquibs index="0" RangeDown="5.150000"/>
    </CActorUnit>
    <CActorUnit id="CommandCenter">
        <TerrainSquibs index="0" RangeDown="6.250000"/>
    </CActorUnit>
    <CActorUnit id="Factory">
        <TerrainSquibs index="0" RangeDown="6.200000"/>
    </CActorUnit>
    <CActorUnit id="Liberator">
        <Macros value="TerrainSquibAnimations"/>
        <TerrainSquibs>
            <MovementDistance value="0.150000,0.150000"/>
            <IdlePeriod value="0.250000,0.500000"/>
            <RangeDown value="4.950000"/>
            <RangeDownFade value="1.000000"/>
            <AttachQuery Methods="AMFilterCenter"/>
            <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleMassive15"/>
        </TerrainSquibs>
    </CActorUnit>
    <CActorUnit id="LiberatorAG">
        <Macros value="TerrainSquibAnimations"/>
        <TerrainSquibs>
            <MovementDistance value="0.150000,0.150000"/>
            <IdlePeriod value="0.250000,0.500000"/>
            <RangeDown value="4.950000"/>
            <RangeDownFade value="1.000000"/>
            <AttachQuery Methods="AMFilterCenter"/>
            <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleMassive15"/>
        </TerrainSquibs>
    </CActorUnit>
    <CActorUnit id="LiberatorAGMorphModel">
        <Macros value="TerrainSquibAnimations"/>
        <TerrainSquibs>
            <MovementDistance value="0.150000,0.150000"/>
            <IdlePeriod value="0.250000,0.500000"/>
            <RangeDown value="4.950000"/>
            <RangeDownFade value="1.000000"/>
            <AttachQuery Methods="AMFilterCenter"/>
            <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleMassive15"/>
        </TerrainSquibs>
    </CActorUnit>
    <CActorUnit id="LiberatorMorphModel">
        <Macros value="TerrainSquibAnimations"/>
        <TerrainSquibs>
            <MovementDistance value="0.150000,0.150000"/>
            <IdlePeriod value="0.250000,0.500000"/>
            <RangeDown value="4.950000"/>
            <RangeDownFade value="1.000000"/>
            <AttachQuery Methods="AMFilterCenter"/>
            <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleMassive15"/>
        </TerrainSquibs>
    </CActorUnit>
    <CActorUnit id="Medivac">
        <TerrainSquibs index="0" RangeDown="5.100000"/>
    </CActorUnit>
    <CActorUnit id="Mothership">
        <TerrainSquibs index="0" RangeDown="5.750000"/>
    </CActorUnit>
    <CActorUnit id="OrbitalCommand">
        <TerrainSquibs index="0" RangeDown="6.750000"/>
    </CActorUnit>
    <CActorUnit id="Starport">
        <TerrainSquibs index="0" RangeDown="6.250000"/>
    </CActorUnit>
    <CActorUnit id="VikingFighter">
        <TerrainSquibs index="0" RangeDown="5.050000"/>
    </CActorUnit>

Test Map

Test map

Remaining Issues

There does not seem to be a good way to spawn ripples only on the height of water. Currently, the ripples also spawn on top of cliff edges and that does not look great.

I had good results using the sync ground heightmap and ignore-if-no-water terrain flag in the site-ops' settings. But I need to explore that a bit more to make sure it is feasible and has no drawbacks. It did not look good in water puddles, so walkable ground with unsteady height and shallow water

bug report in Blizzard's forums

@Ahli Ahli mentioned this issue Dec 14, 2022
@Ahli Ahli added the fix available a proper fix for an issue label Dec 16, 2022
@Ahli Ahli changed the title FIX: Water ripples and flying units/structures Water ripples and flying units/structures fixed/cleaned up Dec 16, 2022
@Ahli Ahli changed the title Water ripples and flying units/structures fixed/cleaned up Water ripples and flying units/structures fixed/polished Dec 16, 2022
@Ahli Ahli closed this as completed Feb 3, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

1 participant