NOTE
You likely should see
THIS THREAD by David. Its much more complete!
Original Post
For anyone who's interested: I've figured out parts to the water box parsing found in level command 2E:
The eternal star monument has a small pool of water in it, Looking at the corners you can see that they are set up to conceal the edges of the water box. So moving some trees (which have a pretty solid origin of reference) to the various integers in the 12 byte water box..
ignore the position/rotation fields in the above image, these were just set to the shorts from the 2E command)
I figured out all but one of the six short 16 bit integers
Each 12 byte water box has a layout of:
[?? ??] [
xx xx] [
zz zz] [XX XX] [ZZ ZZ] [YY YY]
While I cant' speak for the first 16 bits:
x,X = X min and max positions
z,Z = Z min and max positions
Y = Y position
So interchanging
x,X and
z,Z with the single Y gets you the four corner positions of the water box.
The first ?? 16 bits seems to be some sort of order or ID as every water box in each area has a unique value. It seems like when the ?? value is 50 or greater ( it could be lower than that threshold ) the water plane is not swimmable, but rather is some sort of haze like in HMC. otherwise swimmable boxes have ?? 0, 1, .. (but not always in the same order they are written in, which makes me think that this number is related to something like the surface area largest(0) to smallest or something about the X or Z points (Tall tall mountain seems to go in order of Y low to Y high, but JRB does not follow this)
While I haven't tried having water boxes overlap, I'm guessing doing so with swimmable boxes is probably something that would be good to avoid (although Hazy/ non swimmable boxes are often directly on top of eachother). One thing I wanted to check was the secret aquarium which has a water box you think it would (if you thought it had any, which I was unsure of):
Code:
The 2E command code
The WaterBlock constructor
Sorry if the lines change in the links above
more images