Hi Aaron,
I'm trying to spice up the evil bits of my world and I'm finding the water a bit tame
I'd like to replace lakes and oceans with simple alternative liquid types.
Is there a possibility to add this? -- and I'm taking about something very simple and large scale -- no mixing of liquids or viscosity simulations -- just a way of clicking on a lake and/or ocean and saying - "that one is filled with XXX".
I've looked at the WMF file specification briefly and I'm not sure about this 'Auxiliary pixel data' facility - but could that be used to add a single byte marking an id for what sort of liquid is used? I'm perfectly happy with a first pass where L3DT doesn't know or care what type #57 means to me, and that I can only change the attribute in the water editor tool. I just need _something_ built into this tool to let me easily craft this data.
Going forward maybe you'd have a simple material editor where you could name the liquids and assign a base colour and texture for sapphire to use. Also I guess you'd want to set different Fresnel co-efficients per liquid type too (I wouldn't care about this so much because my Lava would be opaque). I realise I'm probably asking for a lot here, sorry!
edit: I just noticed the combo box for water is editable in the calc dialog and in the flood tool. But when I type in 'fire' it errors with:
CMapGroup::WM_ManualFloodCalc error: - Water type is dodgy
-- hmmm, is this an easier thing to add than I first thought? could you add a few more options in there, or simply add a bespoke solution just for Lava? maybe there isn't cause for over-engineering other types at this stage. That would work well for me as I'd get my fire and brimstone faster!
Regards,
David