Water Tile boundaries visible in game

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Water Tile boundaries visible in game

Unread postby BoostedFridge » Thu Jan 21, 2016 12:39 am

I have just noticed an issue with some water tiles on my route. I am building a river using the 'RCAP Water (reflective)' assets. I have sized, placed, and lowered each water tile so that the water sits a few feet below the banks in the river beds that I've built using the 'Decrease Height' tool. Up close everything looks fine (see picture 1), but when you look at it from a distance the ENTIRE water tile is visible, even the portions of it below the surface of the ground. (picture 2) This happens both in the world editor, and 'in game'. The pictures below are taken in game.

To troubleshoot this, I've tried lowering the water further, but that has not helped. I've also tried using the default Kuju reflective water asset, but the same issue persists.

Any thoughts, or solutions?

River up close.jpg


River from Distance.jpg
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Re: Water Tile boundaries visible in game

Unread postby emdsd90mac » Thu Jan 21, 2016 12:52 am

It has something to do with the way the game renders the asset I believe. I have placed a rather large lake on my route and it does the same thing. But, if you are trackside or in the locomotive rolling down the line, it doesn't do it. I have never really put too much thought to it because it fixes itself when I'm not flying far above.
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Re: Water Tile boundaries visible in game

Unread postby BoostedFridge » Thu Jan 21, 2016 1:46 am

That gives me some solace. I was starting to think it was something buggered up on my route, or install.
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Re: Water Tile boundaries visible in game

Unread postby Bananarama » Thu Jan 21, 2016 2:00 am

It all comes down to LODs, which includes the terrain mesh. As you move further away, the various LODs kick in and the terrain begins to lose its shape, effectively flattening/smoothing the water depression. Because your water material is so close to the surface of the surrounding area it will become exposed. You can either lower the water, raise the surrounding terrain, or hide the effects of LOD by using scenery, such as trees, building, etc.

However, you can take advantage of a design quirk/feature in RW by creating a loft object to represent the banks and textured using the default terrain image for your route. The loft can be buried under the ground so as not to detract from close up views, but will render over everything else further out. Some experimentation may be in order.
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Re: Water Tile boundaries visible in game

Unread postby BoostedFridge » Thu Jan 21, 2016 2:14 am

Thanks Marc! *!!thnx!!*

I raised the banks and surrounding ground a bit and that definitely made the effect less noticeable.

I haven't delved into making any assets yet, let alone loft objects, so I'll keep that second tip in mind for future reference.
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Re: Water Tile boundaries visible in game

Unread postby Chacal » Thu Jan 21, 2016 12:48 pm

I take it there's no LOD for water material?
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Re: Water Tile boundaries visible in game

Unread postby Bananarama » Thu Jan 21, 2016 3:16 pm

Chacal wrote:I take it there's no LOD for water material?

Why would there be? It consists of only two polys.
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Re: Water Tile boundaries visible in game

Unread postby Chacal » Fri Jan 22, 2016 2:54 am

Ah, I see.
It does sound silly, now that I think about it.
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