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Water Problem

Posted: Wed Dec 29, 2004 11:12 am
by Khabarakh
I've got a big problem with water in my map(name: lakes).
I can start the level, but on looking at the water the game crashes, the log is empty.

I did it this way:

1. I copied from Kas1.req to lakes.req:

Code: Select all

REQN
	{
		"texture"
		"platform=ps2"
		"water_specularmask_0"
		"water_specularmask_1"
		[...]
	}

	REQN
	{
		"texture"
		"platform=xbox"
		"water_normalmap_0"
		"water_normalmap_1"
		[...]
	}

REQN
	{
		"texture"
		"platform=pc"
		"water_bumpmap_0"
		"water_bumpmap_1"
		"water_bumpmap_2"
		[...]
	}

2. I created World1/lakes.fx and copied from Kas1/kashyyk.fx:

Code: Select all

Effect("Water")
{

	// general parameters
	PatchDivisions(4,4);

	// ocean parameters
	OceanEnable(0);

	// water event parameters
	WaterRingColor(148, 170, 192,255);
	WaterWakeColor(192, 192, 192,255);
	WaterSplashColor((192, 192, 192,255);

	

	// PS2 parameters
	PS2()
	{
		Tile(2.0,2.0);
		Velocity(0.05,0.05);
		LODDecimation(8);
		MainTexture("lakes_water");
		MinDiffuseColor(32, 40, 32, 188);
		MaxDiffuseColor(128, 130, 128, 188);
		BorderDiffuseColor(160, 160, 160, 255);
		SpecularColor(192, 192, 192, 152);
		SpeckleSpecularColor(200, 200, 200, 150);
		SpeckleAmbientColor(50, 50, 50, 80);
		SpeckleTextures("water_specularmask_",25, 4.0);
		SpeckleTile(5.0, 5.0);
		SpeckleScrollSpeed(0.11,0.11);
		SpeckleCoordShift(5.0,5.0);
		LightAzimAndElev(1.0,0.0);
	}


	// XBOX parameters
	XBOX()
	{
		Tile(2.0,2.0);
		NormalMapTextures("water_normalmap_",16,8.0);
		LODDecimation(1);
		RefractionColor(90, 112, 90, 160);
		ReflectionColor(191,191,191,191);
		UnderwaterColor(32, 40, 32, 188);
		FresnelMinMax(0.2,0.6);
		Velocity(0.04, 0.008);

	}

	// PC parameters
	PC()
	{
		Tile(2.0,2.0);
		MainTexture("lakes_water.tga");
		LODDecimation(1);
		Velocity(0.01, 0.01);
		FarSceneRange(1500);

		RefractionColor(45, 53, 74, 255);
		ReflectionColor(191,191,191,191);
		UnderwaterColor(32, 40, 32, 188);
		FresnelMinMax(0.2,0.6);

		NormalMapTextures("water_normalmap_",16,8.0);
		BumpMapTextures("water_bumpmap_",16,8.0);
		SpecularMaskTextures("water_specularmask_",25, 4);
		SpecularMaskTile(3.0, 3.0);
		SpecularMaskScrollSpeed(0.0,0.0);
	}
(only changed kas1_water.tga to lakes_water.tga)

3. I copied the Kashyyk/effects/water_...-pics (with .option-files) into lakes/effects and kas1/kashyyk_water into World1 (renamed it to lake_water.tga).

4. In ZeroEditor, I created the water in a small lake with the settings from kas1.

I hope somebody can help me and find my mistake.

Posted: Wed Dec 29, 2004 5:08 pm
by Khabarakh
Well, I had started with the water from Jabba's Palace but because it didn't start, I took the one from Naboo1 (One question: in JP the main water texture is in /Effects, in NAboo it's in /Nab1. Is there a difference where the file should be?) . Now I used JP again, but it continued crashing. So I looked on every file again (for the ~tenth time this day) and in lakes.req I found some lines I already suspected before:

Code: Select all

REQN
    {
        "envfx"
      --  "lakes"
    }
"Envfx" seemed to be linked with lakes.fx. I have some programming experience in Delphi (and a bit in C), so I thought, "--" could be a comment. Because of this, I deleted "--" and munged again - IT WORKED !

(But I didn't find anything of this in the reference :wink: )

Posted: Thu Dec 30, 2004 7:51 am
by Khabarakh
Next question... (or should I use a new topic?):
Image
Well, the water works. But there's a black field around me (radius ~4 meters) and terrain far away is also black.
Image
Here the texture appears.
I have set visibility in Zeroeditor and in the game to high.

[EDIT]
The editor still crashes on clicking on boundaries...
[EDIT2]
Does the new Mod-XSI already support the exporter?

Posted: Thu Dec 30, 2004 9:30 am
by Khabarakh
While Munging i get a warning:
WARNING: ReduceTerrainTextureUsage: corners discontinuity

WARNING: ReduceTerrainTextureUsage: corners discontinuity

WARNING: ReduceTerrainTextureUsage: corners discontinuity

But my map is not big, so I dont know what's wrong.

Posted: Thu Dec 30, 2004 3:58 pm
by Khabarakh
Solved everything :D
Image

Posted: Fri Dec 31, 2004 7:12 am
by eddie
Khabarakh, Did everithing you did. Now, how do I paint water in ZeroEditor. What do I put for textture (nab2_water.tga, water_normalmap_0.tga...) and stuff about hight,....

Posted: Sat Jan 01, 2005 9:11 am
by Khabarakh
I left the texture field empty, it's already in lakes.fx:

Code: Select all

PC()
   {
      Tile(2.0,2.0);
      MainTexture("lakes_water.tga");
The average height of my map was around 0, so I set the water height to -5. I copied the other settings from Kashyyk, that's all.

Posted: Sun Jan 02, 2005 5:27 am
by Khabarakh
OK, next question: How to lock my map for GCW?

Posted: Sun Jan 02, 2005 9:44 am
by Khabarakh
Khabarakh wrote:OK, next question: How to lock my map for GCW?
http://www.secretsociety.com/forum/disp ... asp?mid=46 (thx to Dragonum)

Posted: Tue Jan 04, 2005 4:15 pm
by Khabarakh
Same map, next problem :o :
Image
Image
Appears at some other places in the level, too, but not everywhere.

PS: What's the odf for a mine (to place on the ground)? I tried com_weap and cpm_item, but nothing worked.
PPS: Why does the seismic mine have a reload sound :lol: ?

Posted: Wed Jan 05, 2005 6:50 am
by Khabarakh
*push*
If nobody replies, the bug will be in the final version I'm going to release :P .

Posted: Wed Jan 05, 2005 1:13 pm
by L-5-R
I think thats your level of detail or LOD rang, wick you can chang in the video options.
If you already have it set to max, try breaking up the map with trees, builgings ect, so you cant see the LOD fall off.