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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Variable sea level  (Read 6635 times)

Lylus

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Variable sea level
« on: October 11, 2017, 10:10:21 am »

I saw this post from 2012: http://outerra.blogspot.co.uk/2012/07/great-flood.html
Which looks like what I am hoping to do (flood the world.)

this post from 2013: https://forum.outerra.com/index.php?topic=2164.0
Says "There's sea-level variable in world.cfg, that can be used to adjust the sea level, but there may be some issues with that."

I am unable to locate the sea-level variable in the file.

Any ideas?
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cameni

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Re: Variable sea level
« Reply #1 on: October 11, 2017, 03:09:26 pm »

It's been moved to the planet.cfg file (change some atmo params and exit to have the planet.cfg fully populated).
Current version will likely have some issues with it, and in upcoming version with lake support it won't have any effect until you turn off lakes, as is sources the water level from new water dataset.
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aWac9

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Re: Variable sea level
« Reply #2 on: October 12, 2017, 04:21:04 am »

there is some work on the sea. I mean different states of the sea depending on the wind, huge waves or choppy sea, etc ... and even ice formations in polar areas, iceberg ??
 8)   ::)

I was thinking about this.



now is not priority ,,, in the future this in mind?
« Last Edit: October 12, 2017, 04:38:18 am by aWac9 »
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2eyed

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Re: Variable sea level
« Reply #3 on: October 12, 2017, 09:31:00 am »

When will the upcoming version come up actually? Any ETA for the believers?
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cameni

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Re: Variable sea level
« Reply #4 on: October 12, 2017, 10:06:53 am »

there is some work on the sea. I mean different states of the sea depending on the wind, huge waves or choppy sea, etc ... and even ice formations in polar areas, iceberg ??

We are working on water enhancements right now, started with changing the rendering to eliminate linear patterns and now continuing with choppy waves.

When will the upcoming version come up actually? Any ETA for the believers?

I expect we'll do a couple more terrain and water import runs before the new earth is fully presentable. Right now we produce 60GB of data every few days, then fix some more bugs and setup some new filters to get rid of the buggy data and then repeat the whole process ad nauseam.

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2eyed

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Re: Variable sea level
« Reply #5 on: October 12, 2017, 10:15:53 am »

cameni wrote:"I expect we'll do a couple more terrain and water import runs before the new earth is fully presentable. Right now we produce 60GB of data every few days, then fix some more bugs and setup some new filters to get rid of the buggy data and then repeat the whole process ad nauseam."

I see! Sounds terrible btw :))
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Lylus

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Re: Variable sea level
« Reply #6 on: October 12, 2017, 12:08:52 pm »

Thanks for your reply.
I've had a look in the planet.cfg file(s) and they only have 3 lines in them, none of which seem to relate to water level.
Not really sure how to proceed.
Do you have a tutorial or anything I can follow?
It would be a massive help to me.
I'm not sure what errors I might encounter, but It doesn't need to be perfect at the moment.
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cameni

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Re: Variable sea level
« Reply #7 on: October 12, 2017, 01:43:53 pm »

You need to do what I wrote here:

(change some atmo params and exit to have the planet.cfg fully populated)

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aWac9

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Re: Variable sea level
« Reply #8 on: October 12, 2017, 01:48:39 pm »

sounds very good written by cameni  :P

Lylus
route;
User/Outerra/data/earth2/planet.cfg
Edit with Notepad++
Líne 23
},
waterfog =  (waterfog_params) {
   sea_level = 0.0,
   fog_level = 0.0,


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TeslaK20

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Re: Variable sea level
« Reply #9 on: October 12, 2017, 06:33:54 pm »

Will we ever get World of Warships/War Thunder Naval Combat or GTA/Just Cause/Watch Dogs quality water animation and behavior?
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Lylus

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Re: Variable sea level
« Reply #10 on: October 13, 2017, 04:52:47 am »

Got it, thanks.
I didn't know atmo param's were inside the program and I was searching my HDD.
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