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bigstep70
11-22-2017, 10:57 PM
In constructing my newset prefab, Ancient Tomb (https://7daystodie.com/forums/showthread.php?77188-Ancient-Tomb), I have a minor water hazard that has become somewhat problematic.
It consists of a small pit (dirt/stone/gravel bed, about 6 cubes deep) filled with water, navigable by jumping across two wooden beams that are broken at the mid-point.
But the water (from editor <block id="826" name="water">) keeps "deforming" itself, as if its leaking out of the pit on all sides, which I know can't happen. A block is a block. ( a block is a cube, it takes up the same amount of space no matter what you see in front of you )
I have also tried using <block id="1472" name="waterSource8"> but to no avail

I have not tried any of the others (823,824) as they are 'static' and 'moving' associated with the bucket and (825) is waterMoving but I prefer a 'stagnant water hole' that does not 'flow'.

Whats up with water blocks. I dont really care if it moves/flows as thats not the issue, I just want it to stay in the hazard and not deform itself to look like it has holes in it.

Worse comes to worse, I'll just turn it into a spike pit, but I don't wanna do that if it can be avoided. I like the idea of a water hazard as it fits nicely into this prefab.

Any insight would be appreciated.
I can post screencaps if need be.

stallionsden
11-22-2017, 11:03 PM
Try using waterbucketstatic. You may have to allow dev blocks for it to appear. ICR. Butbyeh water is borked. I found the waterbucketstatic to be the best out of the lot. If water seeps simply place frames on the water area's you don't and it disappears whilst the water in the areas you want stay.

bigstep70
11-22-2017, 11:21 PM
Try using waterbucketstatic. You may have to allow dev blocks for it to appear. ICR. Butbyeh water is borked. I found the waterbucketstatic to be the best out of the lot. If water seeps simply place frames on the water area's you don't and it disappears whilst the water in the areas you want stay.

Cool... thank you for the input. Will give it a try and report back.

Tin
11-22-2017, 11:52 PM
Use the metal trussing and make a scaffolding spanning over the opening. Then you can use the sides to pour the water off of it layer by layer. Sometimes you need to place the cubes 3 or 4 times to make sure it sets fully. Also do a couple layers then log out and then back in, sometimes the water doesn't stay. Then refill those missing areas. Once done, slowly remove the metal trussing.
Again, log out and then back in to make sure the water took right.

Anyhow I thought pille editor could replace layers?! or something like that. IDK I watched guppy's vids and he was able to replace blocks with other blocks.

I did my stuff in game on gup's server, not a expert on the editor.

bigstep70
11-23-2017, 01:42 AM
Use the metal trussing and make a scaffolding spanning over the opening. Then you can use the sides to pour the water off of it layer by layer. Sometimes you need to place the cubes 3 or 4 times to make sure it sets fully. Also do a couple layers then log out and then back in, sometimes the water doesn't stay. Then refill those missing areas. Once done, slowly remove the metal trussing.
Again, log out and then back in to make sure the water took right.
Anyhow I thought pille editor could replace layers?! or something like that. IDK I watched guppy's vids and he was able to replace blocks with other blocks.
I did my stuff in game on gup's server, not a expert on the editor.

It does, (do block replacement, that is) I use it a lot, but it also resets the block deformation back to the default vertices grab-points.
What I mean by that is... I cut a one block path in Pilles editor then deformed the shoulder to shoulder gap/hallway with wood frames to shape it the way I wanted it "in World"... I had my hallways looking 'natural', like the were carved by hand over time. Then after a block replacement all my hallways were 'squared up' on all their edges... this really sucked balls as I had to go back "in World" and use a shovel to re-deform the walls that had been replaced. I never quite got the same resut as original deformation with wood frames. Se la vi. Such is the learning curve of said editors (I shall remember to avoid such things in the future)

stallionsdens' idea has worked so far <block id="824" name="waterStaticBucket">
https://s19.postimg.cc/jhieycxm7/Alpha_16.3_2017-11-22_20-07-25.jpg (https://postimg.cc/image/jhieycxm7/) https://s19.postimg.cc/xny5tlg73/Alpha_16.3_2017-11-22_20-09-25.jpg (https://postimg.cc/image/xny5tlg73/)
the water has stayed in its hole and does not loose volume into limbo ... (((thanx stallionsden)))

I like the trussing idea Tin. I will remember that one.

I have a bunch more work to do so repeated imports, edits and exports will be the true test
I'll keep this post updated as long as need be,as I'm sure others have had these problems and theres not a lot of info about water and its behavioral mechanics between editor(s)(ing).

I for one plan on doing more with terrain based blocks than typical prefabs contain. I like the idea of making earth/ground based pefabs instead of just structures/buildings.
Can you say... 'waterfall'. :) I know,I know, this guys efing crazy

Tin
11-23-2017, 01:51 AM
It does, (do block replacement, that is) I use it a lot, but it also resets the block deformation back to the default vertices grab-points.
What I mean by that is... I cut a one block path in Pilles editor then deformed the shoulder to shoulder gap/hallway with wood frames to shape it the way I wanted it "in World"... I had my hallways looking 'natural', like the were carved by hand over time. Then after a block replacement all my hallways were 'squared up' on all their edges... this really sucked balls as I had to go back "in World" and use a shovel to re-deform the walls that had been replaced. I never quite got the same resut as original deformation with wood frames. Se la vi. Such is the learning curve of said editors (I shall remember to avoid such things in the future)

stallionsdens' idea has worked so far <block id="824" name="waterStaticBucket">
https://s19.postimg.org/jhieycxm7/Alpha_16.3_2017-11-22_20-07-25.jpg (https://postimg.org/image/jhieycxm7/) https://s19.postimg.org/xny5tlg73/Alpha_16.3_2017-11-22_20-09-25.jpg (https://postimg.org/image/xny5tlg73/)
the water has stayed in its hole and does not loose volume into limbo ... (((thanx stallionsden)))

I have a bunch more work to do so repeated imports, edits and exports will be the true test
I'll keep this post updated as I'm sure others have had these problems and theres not a lot of info about water and its behavioral mechanics between editor(s)(ing).

ahh yeah I hand carved my stone rocks I have for the biomes looks much better to hand carve them.

bigstep70
11-23-2017, 02:09 AM
ahh yeah I hand carved my stone rocks I have for the biomes looks much better to hand carve them.

Its funny you say that, cause it reminds me of a poi I captured in one game long ago...

There was a large rock out in the front yard (rock_form02.tts) the BIG one.
So, i go out there one afternoon and spend the next two days with stone axes, lots an' lots of them, "carving and sculpting" this stupid rock into a thing of beauty to adorne the front yard of my delapitated half burnt poi.
Sure, I needed stone... did I need an abstract sculpture? ... probably not but hey, what can I say... I get right into rollplaying within the world. I be's the character in every way shape and form.

bigstep70
11-23-2017, 02:47 PM
So... after repeated imports, edits, exports and edit (wash, rince, repeat) the water has held up and does not 'leak' out anywhere.
Thanx once again for all the suggestions. Now I can stop cursing and swearing at my monitor and get back to building.

"Workin' in the coal mine"
"Goin' on down, down"
"Workin' in a coal mine"
"Oops, about to slip down"
Devo