A room that fills with water
Email :EZkeel
Accompanied files : WaterTank.UNR
Due to the nature of the Unreal engine, this is
not really possible to do but if you’re careful you can simulate it and
persuade the player that this is actually happening. This may or may not
be useful, but it will give you a technique that you may be able to adapt
for your level. To go into every exact detail on how to create this would
take me ages, so I'm going to assume you're familiar with most editing
techniques. If you're in any doubt, open up the sample file in the editor
and you'll see more clearly how I achieved this effect. There are disadvantages
to this method, but if used cautiously it could work quite well.
Tutorials you will need to have read are: Movers,
Zones
1) Subtract a large cube from your world say 2048 x 2048 x 2048 and light it as you see fit.
2) Now create a room based on a hollow cube. The room itself needs essentially to be an added brush. Add what ever details you need but don’t bother with any actors or semi-solids. Make it around 512 x 512 x 512.
3) Once you’re happy with your room, rebuild, save
and intersect the whole room and add it near the top of your first subtracted
cube as a mover. You can delete what you used to create your mover with
now and rebuild.
4) Now build a sheet and create a water zone sheet so that it overlaps the width and bread of your subtracted cube (say 2060 x 2060). Add it so that it just overlaps the floor of your moving room. Add a waterzone info actor to in the subtracted cube but below the water sheet.
5) Set the mover to “trigger toggle”, set the move time to something like 15 seconds and make keyframe 1 so that the room is completely underneath the water sheet. You could also give the looping ambient sound for the room a waterfall noise to add effect.
6) Add a light so that it lies centrally within the room and then add a player start just above the floor.
7) Now add a trigger somewhere in the centre of your moving room but close to the floor, set it to trigger once only and set its event field to the same as the tag field for your moving room.
8) Now test the level and walk to the centre of the room. You should see the water level rising and you with it. Obviously it’s the whole room that’s moving, but the illusion is that you have a room that’s filling with water.
9) Getting in and out of a room like this can cause
complications when trying to keep up the illusion. I got around this by
using a hole in the floor of the moving room and adding an extra mover
to fill in the gap as a false floor. Both the fake floor and the room would
move down simultaneously in the same time, but the fake floor had an extra
keyframe which dropped down further once the room had stopped. You entered
the room via a teleport. You may find another approach to do this, this
is just one method.