Maybe we could drop the spoiler tags at this point in the topic ? It will make writing easier for everyone
Diafero wrote:The age is available on DI now, and will be on UAM soon. Let's see if your special feature works on Shards...

Cool, thanks ! It should work without problem, I don't think anything is synced (which means modifications to the wavesets won't be visible by other persons, though that's no big deal).
Anyway, I fixed the issue with most transparent textures, indeed I just forgot about the passindex. But there are still some artefacts on some leaves (even with high alpha testing), and I can't get rid of it

I tried -again- to remove partially transparent pixels in Gimp, but it had no effect. It only affects the leaves, everything else is fine.
- Show Spoiler
[img]http://i.imgur.com/OIDSI3k.png[/img]
That's still much better than it was before, and much less noticeable too.
Deledrius wrote:Ah, I see a sum file. I suppose the creaky PotS it is! You should do a double-export so we can play it on the better engine.

Can't, the whole interface is a tweaked version of the PotS KI, and the PRP containing sound emitters was made in PyPRP. But maybe it could simply be ran through Transfusion ?
(I'm so used to testing on PotS, I completely forgot about a MOUL version, sorry)
Deledrius wrote:I suspect the best way to do this is to allow the swim region code to connect with the waveset code, but I dread looking at the parts of the engine responsible for this
Especially if we take into account the fact that waves should create local swim currents, pushing the avatar towards the shore...
For now, I think I'll keep the bigger waves for non-swimmable water bodies...
I wonder, though, isn't there already a way to have collisions block kickables but not avatars ? (I know regions can make the difference between the two, but I'm not sure if colliders can) Would be fun if we could have a floating beach ball - or at least prevent it from rolling underwater.
Deledrius wrote:I accidentally made a tsunami...

Didn't we all ?
Oh, and for those who may have missed it -
this is my guide to understanding wavesets, which I did a while ago.
It also contains links to three videos of other water settings I experimented with (I added a third recently) - the tsunamis you can create in Denkasen aren't that impressive compared to what you can actually do with a bit of tinkering...
