You can match the seams on water, but only on the surface (texture lock + scaling + move with the skybox camera, etc). But if a player is under the water and looking at the skybox, it will always look horrible. It's an engine thing.
The only options are A) don't let players in the water and overlap from the skybox (eg, Lakeside), B) disguise it with walls/props/etc (what most people do) or C) put up a wall under the water way past the bounds of where players can get (where the water fog hides it) and where players can't see the top of it through the surface of the water.
Due to your layout, you'd have to have a pretty giant amount of water to move that seam far enough away, and that could be an optimization nightmare... I don't know if water has a bigger resource impact with a larger brush or not.
IMO the best option is B, disguise it with the tsunami wall you mentioned, heh.
[Edit] Also, random side note but with a name like geiger I would not have even expected to see an ocean but a mineshaft or something radioactive. Heh.
The only options are A) don't let players in the water and overlap from the skybox (eg, Lakeside), B) disguise it with walls/props/etc (what most people do) or C) put up a wall under the water way past the bounds of where players can get (where the water fog hides it) and where players can't see the top of it through the surface of the water.
Due to your layout, you'd have to have a pretty giant amount of water to move that seam far enough away, and that could be an optimization nightmare... I don't know if water has a bigger resource impact with a larger brush or not.
IMO the best option is B, disguise it with the tsunami wall you mentioned, heh.
[Edit] Also, random side note but with a name like geiger I would not have even expected to see an ocean but a mineshaft or something radioactive. Heh.
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