Control over terrain-water

I’d like to have much more control over diving into roblox’s terrain water than we do now. At the moment, once underwater your ambient turns to a blue and you can’t do much about it , nor edit many other lighting factors to any avail. I’d like to have control over this, as well as other character factors if for instance we didn’t want the player to float to the top. Of course these things could be resolved by other means, but it’s really inconvenient.

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Having a very water-centric game (BattleBoats), I was honestly better off before the underwater effects were added. I did a custom blue tint, and could turn it off when players were in my submarines. Now, with FE, it would be easy enough to replicate Roblox’s underwater effects, client-side, in script. Instead, we’re forced into Roblox’s idea of underwater.

Exactly, so I infer you support? Anyone else? I believe this is necessary.

Could be a StarterPlayer default script someday.

I hope that day is soon, I have quite a few ideas involving underwater scenarios and I’d like control.

Also, water is completely opaque :shocked:

I would also like to make the water have different colors instead of just blue… You know, I really do need black murky colored water for some places.

Well this can be done through lighting but yes this is also a must have.

I remember when Shedletsky had the idea of adding lava like terrain. I wonder how that would have worked… lol it would have been hilarious if it was hard coded to kill…

As well as control over buoyancy. I used to have this really fun space game that I based off of the Ender’s battle room and what it was was basically a giant fish bowl and then I attached invisible parts to the players to counteract the upward force being put on them so they stayed perfectly still and could move any direction they wanted to as if they were flying and it worked well because there was not the blue tint or anything of the sort so it really did look as if you were flying. After they added that, the buoyancy was different so no matter what I did they always sank and there was a giant blue fog so you could not see anything and it ruined the effect.

It’d be cool to have properties under terrain such as “WaterOpacity”, “WaveIntensity”, as well as some for the annoying blue underwater fog/blue ambient(Don’t get me wrong, it’s really cool but we NEED CONTROL). Terrain is becoming a common tool and being able to manipulate these things can help out a ton of people and their games.

It would be wonderful to just have an option of global water level as an alternative, so that way my players didn’t have to work with 12,000 voxels.

Also “WaveDirection”

It would also be nice to be able to hard-set a waterlevel on places as an option, that way no voxels need to be loaded at all.