View Full Version : Waterpaint

27th Jul 2005, 02:56 PM
I'd like to incorporate the "waterpaint" feature from the original unreal engine into the runtime engine. I think it's as visually effective as the "modulating water mesh" in the runtime engine but requires less processing power and I can create a larger body of water.

A. Am I allowed to do this?

B. I've experimented and copied the liquid.utx files etc. from Unreal Tournament and the liquid textures work in the editor. But the default texture appears when I run the map.

C. Why did you remove cool features like "waterpaint" and the "realtime mirror"? I like the new "water mesh" and "environment maps" but there are instances where the "old features" would have been more effective.