Higher Waves ?

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Alpha-17
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Higher Waves ?

Post by Alpha-17 »

Hi
Is it possible to make higher Waves for a water map ??

Thx 8)
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RE: Higher Waves ?

Post by Jawa_Killer »

*cough* kamino *cough*
Alpha-17
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Post by Alpha-17 »

Yes I know but i meant normal waves ... and I don't know how to make the kamino water :roll:
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Post by Teancum »

Have you looked that the Kamino files? That's what he's telling you to do. If you haven't looked at them you're not gonna understand the answer anyways. Compare that against normal water. :roll::roll::roll::roll::roll::roll:
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Post by phazon_elite »

I think it has to do with this, not completely sure.

Taken from kam1.fx

Code: Select all

	// ocean parameters
	OceanEnable(1);
	WindDirection(0.2,1.0);
	WindSpeed(25.0);
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Post by Alpha-17 »

I have already looked at it but i still don't know how to make the kamino water ... If there is any topic about kamino water already please send the link i couldn't find one , if not please tell me how to make the kam water

Sry for my bad english :roll:
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Post by phazon_elite »

Off Topic: Your English is pretty good, just a couple grammar errors, but otherwise, it's fine, lol.

On Topic: Copy the kam1.fx from:

Code: Select all

C:\BF2_ModTools\assets\worlds\KAM\world1
and place it in:

Code: Select all

C:\BF2_ModTools\data_***\worlds\***\world1

(*** is the 3-letter name of your map)

Then munge your world.

EDIT: What I said in my last post is indeed what affects the Kamino waves. You could add that under the water stats in your .fx file instead...

Hope that helped

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Post by trainmaster611 »



Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(40.0, 80.0);
Color(255, 255, 255, 75);
Velocity(4.0, 0.0);
Rotation(0.1);
Height(9.0);
ParticleSize(18.0);
ParticleDensity(20.0);
}

Effect("Water")
{

// general parameters
Tile(4.0,4.0);
MainTexture("kas2_water.tga");

FoamTexture("kam1_water");
FoamTile(5.0,5.0);

// ocean parameters
OceanEnable(1);
WindDirection(0.2,1.0);
WindSpeed(25.0);

// 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);

}

}

Effect("hdr")
{
Enable(1)
}
This goes in your ABC.fx file :)
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Post by t551 »

Kamino water isn't normal water, though...
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