Infinite Water?

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thelegend
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Infinite Water?

Post by thelegend »

Hey all,
a few months I got the issue my map always crashed If I add to much water. So I did a (long) break. Now I would like to know it is possible to add infinite water to custom maps? I am going to use the kashyyyk Water. My only problem is my map would crash If I add this water (I want to fill the whole map).
What I can do to prevent that? And how Pandemic did it on Kamino? In my Tsunami Mod I changed the water to the Kashyyyk water ( It had not a surface texture, but this is not the problem). And it worked and we all know how much water is on Kamino. Anyone knows that?
MileHighGuy
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Re: Infinite Water?

Post by MileHighGuy »

I think you could make a fake water surface .msh and place it at the same elevation as your water. In your map's .fx file set OceanEnable to 1. This will get rid of the real water surface so you can use your fake one.
thelegend
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Re: Infinite Water?

Post by thelegend »

Ok. I did what you did say.
Now my water looks in game so:
Hidden/Spoiler:
Image
Here is my .fx file:
Hidden/Spoiler:
Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// ocean parameters
OceanEnable(1);

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



// PS2 parameters
PS2()
{
Tile(1.0,1.0);
Velocity(0.00,0.00);
LODDecimation(8);
MainTexture("kas2_water");
MinDiffuseColor(30,30,30, 255);
MaxDiffuseColor(70, 70, 70, 255);
BorderDiffuseColor(10, 10, 10, 255);
SpecularColor(60, 60, 60, 152);
SpeckleSpecularColor(80, 80, 80, 150);
SpeckleAmbientColor(50, 50, 50, 80);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(8.0, 8.0);
SpeckleScrollSpeed(0.0,0.0);
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(110, 135, 139, 255);
ReflectionColor(110,135,139,255);
UnderwaterColor(96, 96, 88, 128);
FresnelMinMax(0.3,0.6);
Velocity(0.04, 0.008);

}

// PC parameters
PC()
{
Tile(2.0,2.0);
MainTexture("kas2_water.tga");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.6);
FarSceneRange(1500)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0, 2.0);
SpecularMaskScrollSpeed(0.0,0.0);
Velocity(0.01,0.01);

}

}
And if I look to the north`s direction the water gets invisible.
MileHighGuy
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Re: Infinite Water?

Post by MileHighGuy »

Yeah, the idea was you would CREATE a mesh that looked like water, and place it where the water normally should be.
thelegend
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Re: Infinite Water?

Post by thelegend »

Hm. Do you mean I should create with XSI a fake mesh (.msh file?)?
In my Tsunami mod I exactly used the Kamino water, but the kas2 water from kas2.fx file. And it worked. I just wonder why It doesn`t work on custom maps, but on stock maps where I have added water.
MileHighGuy
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Re: Infinite Water?

Post by MileHighGuy »

Yes that is what I am suggesting. I also have ran into this problems with water for my projects. I think it is possible to create convincing fake water with this idea, letting you have a lot more in your map. Does anyone else have an idea?

EDIT: If you want to try normal water again, in your .fx file, you could try lowering FarSceneRange to something low, and also changing LODDecimation.
thelegend
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Location: Right behind you :)

Re: Infinite Water?

Post by thelegend »

Thank you. Your last suggestion works very well. The water looks now really like in GTA 4 (I gave it a dirty skin).

Edit: I have a little more question about the water. How I can change the wave height or speed? Because I don`t find any lines that may change it (my water looks really flat, I think some higher waves might look better).
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