SeaMonkey - not sure were to post this, but still need help

I have a game where there is an ocean and some islands. one of the objects in it is a boat, the only problem is that the water is IN the boat, rather than OUTSIDE the boat. is there anyway to contain the post-processor water to the limits of objects, kind of like using the physic-space to do it. does any one know how i might do this?

Note: there was a thread on this a while back, but nobody ever answered.

Short answer: no.

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With the simple water class you just limit the water z and x domain to the domain of the boat. If you want to use the post processor code, then do the same. I don’t understand the hard part about this.

Also you could just sink the boat halfway the water and then do not draw the parts of the flat square that are outsides the boundaries of the boat and, Voila! you created the illusion that there is water in the boat.

I don’t see what’s hard about this.

@Pixelapp, i don’t think you quite understand, i want the water OUTSIDE of the boat, not INSIDE. i want to at least give the illusion that the boat is solid, with no water in it.

@pspeed, can you please give the LONG answer. i really want to get a good boat… who designed the post processor water? maybe i could help them to get it to be more similar to simple water with the custom shape and stuff.

It’s actually harder than it sounds pixelapp, if the boat is hollow.

The simplest workaround is not to have a hollow boat :slight_smile:

@wabuilderman said: @Pixelapp, i don't think you quite understand, i want the water OUTSIDE of the boat, not INSIDE. i want to at least give the illusion that the boat is solid, with no water in it.

@pspeed, can you please give the LONG answer. i really want to get a good boat… who designed the post processor water? maybe i could help them to get it to be more similar to simple water with the custom shape and stuff.

The long answer would be 4-5 chapters of a book, I think. I don’t have time to write the different ways at this point. None are particularly easy and all come with down sides.

Actually, a cheat might be to render a transparent polygon as the top of your boat… make sure it writes depth and that it is in the transparent bucket with the boat in the opaque bucket. This will probably prevent the water from being drawn there.

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Well I say just raise the floor of the boat, so you don’t need to make any special effects.

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The post process filter Water is not a geometry, the water is drawn over the existing scene considering a height.
The positions of objects of the scene are reconstructed from the depth buffer.
What @pspeed suggested about having a transparent object inside the boat would work. That would cheat the post process water.

What @Pixelapp suggest is even easier, but it’s not always possible depending on the model you are using.

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thank nehon.