actually it is possible...
Code: Select all
defineObject{
name = "user_water_surface",
base_object = "water_surface",
components = {
{
class = "WaterSurface",
fogColor = vec(0.021,0.045,0.13,0),
fogDensity = 0.2,
planeY = -0.4,
reflectionColor = vec(0.693,0.81,0.9,0),
refractionColor = vec(1,1,1,0),
},
{
class = "WaterSurfaceMesh",
-- There you'll have to modify the Y offset to up/down the water level
offset = vec(0,0,0,0),
material = "water_surface_calm",
underwaterMaterial = "water_surface_underwater",
},
},
placement = "floor",
editorIcon = 264,
}
the problem is curently that if you use this inside dungeon, water surface is black. seems like some problems with shaders... Doridion was investigating it, perhpas he will find yout some solution. As for outdoor areas, its working ok. Hope it helped you a little.