i am trying to craft a map with a very large water body on one edge of the map
much like the image as i am trying to replicate the feel of my habitat. im a little stuck on the best approach to use for all the water in the lake on the right because it sometimes feels like an ocean and dont know if the lake spline can become large enough to suit my needs … thanks for your feedback and assistance
(note will be big enough to require world partition , and will heavily rely on pcg for realistic foliage. i dont want the water to be under the map like in the matrix demo so i can build subterranean stuff )
Hey there @turningcog11! Welcome back to the community! For a water system this size you may actually run into the upper limits of the water system. After some extreme height (z) in a world, there’s an issue that breaks the landscape brush the water system uses, though if the land isn’t high enough you may not have to worry about that occurring but you still may experience artifacting at lake sizes this high.
is there a good way to use the ocean plugin to make the giant lake on the right and then use extra landscapes to hide the other 3 maps sides to make it appear to the player they are inland to get this effect on map
or are there other recommended ways to approach this
Unfortunately I haven’t tried to work at such scales with the water system outside of the water body ocean. I’d first recommend seeing if the ocean water body works for you in this regard and you can actually make the “Island” mass it has quite large before it breaks down so there won’t be any water under the land. Once you get your landscape created, I’d honestly recommend giving it a shot, and then we can look towards either troubleshooting or a better solution. If the water isn’t meant to be swimmable or need the collision for anything, you could just go with a water card and some solid material work.
Just make your own custom system/water.
At a base level, you have an edge watersheet that sits between the landacape and the deep waters.
Then you transition onto the deep waters.
The meshes for both are actually the same, they need to LOD down nicely, they have to be a maximum of 20 to 30m each. They need to be instanced into an HISM for performance.
Your deep waters probably won’t use any opacity, while your edge waters will. That can offset performance a bit, so you need to bench test with the heaviest (edge water) load case.
All the water is, is a mathemarical function.
It returns the height (z) of a wave at game time for X and Y.
You run the same mathematical function in code as you do on the material, and by querying or solving the function you can tell objects to “float” at the proper height.
the player would only be able to swim short distances in near shore or near boat and most of the water is so murky you cant see , i do want to make it so you can drive a boat to coastal cities.
most of the coast is very rocky with dedicated areas to swim or launch boats from
the player is not an over powered protagonist like a lot of rpgs just a regular dude so they wouldnt have the stamina to exploit the weakness of whatever i build
most of the small towns would be removes and the travel between the main cities/ towns should be a maximum of 20 min by car (the map will not be actual size ) i am just trying to get the vibe of my migration through the state and the places ive seen but not make a digital twin.
most of making games is fake it so they player cant tell you faked it. i appreciate all the feeback and i hope others find it useful