Water Tutorial By Rippentuck (And Others)
Posted: Sat Aug 27, 2005 11:27 am
Recently I've been working with water and was able to get it working properly thanks to this great tutorial that Rippentuck typed up. It's perhaps the best tutorial out there for getting water working. So, I thought I'd make it easy to access and hopefully this turns into a sticky.
Rippentuck's Water Tutorial
First you find a world that has water, such as Kashyyyk. Go to its world req file (under BFBuilder/Assets/Shipped Worlds/Kashyyyk). Find the section of that file that looks like this:
Copy and paste this into your own world's req file, being careful to blend it into the same format so that it looks like it belongs there. Save and close the file. Then go to the Kashyyyk FX file (which is in BFBuilder/Assets/Shipped Worlds/Kashyyyk/World1 or World2 folder, depending on which one you want to use), and find the section that looks like this:
Copy and paste all of this into your own world's FX file(create one if you don't), again blending it into the format so it looks like the other things in there. You also have to have a main texture (it goes into the "MainTexture" value), so enter one from Kashyyyk, Kamino, or any other world with water. Save and close. Then go to where that texture is found (in one of the world folders of whatever world you chose) and copy/paste it into your World1 folder. You also need to check the effects folder of the world you chose, and copy/paste any water_bumpmap and water_specularmask files from there to your own effects folder. Once you've copied all the assets needed into your own folders, go into your editor and click on "Water" mode, and begin laying down water texture. Make sure your alpha value (which just helps you see it better) is set to around 200 or so, so that you can see the water tiles. You can play around with the other values after you get some water down. When you're done, save and munge, then copy into your game's addon folder, and try it.
Unless I forgot something, you should have water showing up.
Rip
Rippentuck's Water Tutorial
First you find a world that has water, such as Kashyyyk. Go to its world req file (under BFBuilder/Assets/Shipped Worlds/Kashyyyk). Find the section of that file that looks like this:
Code: Select all
REQN
{
"texture"
"platform=pc"
"water_bumpmap_0"
"water_bumpmap_1"
"water_bumpmap_2"
"water_bumpmap_3"
"water_bumpmap_4"
"water_bumpmap_5"
"water_bumpmap_6"
"water_bumpmap_7"
"water_bumpmap_8"
"water_bumpmap_9"
"water_bumpmap_10"
"water_bumpmap_11"
"water_bumpmap_12"
"water_bumpmap_13"
"water_bumpmap_14"
"water_bumpmap_15"
"water_normalmap_0"
"water_normalmap_1"
"water_normalmap_2"
"water_normalmap_3"
"water_normalmap_4"
"water_normalmap_5"
"water_normalmap_6"
"water_normalmap_7"
"water_normalmap_8"
"water_normalmap_9"
"water_normalmap_10"
"water_normalmap_11"
"water_normalmap_12"
"water_normalmap_13"
"water_normalmap_14"
"water_normalmap_15"
"water_specularmask_0"
"water_specularmask_1"
"water_specularmask_2"
"water_specularmask_3"
"water_specularmask_4"
"water_specularmask_5"
"water_specularmask_6"
"water_specularmask_7"
"water_specularmask_8"
"water_specularmask_9"
"water_specularmask_10"
"water_specularmask_11"
"water_specularmask_12"
"water_specularmask_13"
"water_specularmask_14"
"water_specularmask_15"
"water_specularmask_16"
"water_specularmask_17"
"water_specularmask_18"
"water_specularmask_19"
"water_specularmask_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"
}Copy and paste this into your own world's req file, being careful to blend it into the same format so that it looks like it belongs there. Save and close the file. Then go to the Kashyyyk FX file (which is in BFBuilder/Assets/Shipped Worlds/Kashyyyk/World1 or World2 folder, depending on which one you want to use), and find the section that looks like this:
Code: Select all
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
OscillationEnable(0);
DisableLowRes();
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("kam1_water.tga");
LODDecimation(1);
RefractionColor(0, 68, 80, 255);
ReflectionColor(200,200,200,200);
UnderwaterColor(0, 78, 60, 190);
FresnelMinMax(0.2,0.7)
NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 2.0);
SpecularMaskTile(4.0,4.0);
SpecularMaskScrollSpeed(0.0,0.0);
}Unless I forgot something, you should have water showing up.
Rip