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Green Lava

Posted: Thu Jan 09, 2014 8:42 pm
by Kingpin
So, for my lava-themed Sullust map, i decided to make my lava by using water and putting a killzone under it. So, I get the stock Kashyyyk textures and follow the normal water procedure. Then, I pasted in a lava texture into each water texture, keeping the original canvas size and resizing. My problem is that ingame, the textures show up but they have the stock water color. Anyone know how to fix?

Re: Green Lava

Posted: Thu Jan 09, 2014 8:47 pm
by AQT
You can find the values that determine the water's colors in your world's .fx file. They should be self-explanatory to edit.

Re: Green Lava

Posted: Thu Jan 09, 2014 8:56 pm
by Kingpin
Alright. Since the lava texture jas several colors in it, is there anyway to get them all? And also, do you have some kind of a key for each color?

Re: Green Lava

Posted: Thu Jan 09, 2014 9:19 pm
by AQT
I'm not sure about multiple colors, but you can use ZeroEditor's lighting mode to find the values of the colors you want to use, since it also uses RGB.

Re: Green Lava

Posted: Thu Jan 09, 2014 10:25 pm
by Noobasaurus
You can also use an RGB color wheel found here.

Re: Green Lava

Posted: Thu Jan 09, 2014 11:55 pm
by Kingpin
So this is not something you change in the .fx file, but ZeroEditor? I am deeply confused. #feelingstoopid

Re: Green Lava

Posted: Fri Jan 10, 2014 1:04 am
by Maveritchell
Kingpin wrote:So this is not something you change in the .fx file, but ZeroEditor? I am deeply confused. #feelingstoopid
1) The water's color only directly matches the texture when water resolution (from your graphics settings in-game) is set to "low." Any other resolution (as you are probably running) will make water appearance virtually ignore water diffuse textures.

2) Water's color at any resolution higher than "low" is set in the world .fx file, here:
Hidden/Spoiler:
[quote] 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);

}[/quote]
3) AQT and Noobasaurus are just giving you different ways to preview RGB(A) colors. Unless you can intuitively parse a color like (253, 62, 0, 255), then you will probably want to use a tool like they suggest to help you understand what to put into the highlighted sections above.

Re: Green Lava

Posted: Fri Jan 10, 2014 6:46 pm
by Kingpin
Hmmm. This is quite confusing.
Are you saying that the water colour will always be green if my ingame setting for water is low, and if I set it to a higher quality, then the colour will show up, only by changing the three lines of code that you posted? And also, is there an option for no colour, thus leaving it the default texture?

Re: Green Lava

Posted: Fri Jan 10, 2014 8:16 pm
by Noobasaurus
Try (255,255,255). That is a completely white color. It should work.

And do that in ZE when you place the water/lava.

Re: Green Lava

Posted: Fri Jan 10, 2014 8:19 pm
by Kingpin
Will that make it the default texture or white lava?

EDIT: I also noticed that is only a set of three numbers, not four. Will that still work?

Re: Green Lava

Posted: Sat Jan 11, 2014 12:05 am
by Noobasaurus
It should make it the texture. The fourth number is alpha (transparency). Make the fourth 255 as well, unless you want partially clear lava.

Re: Green Lava

Posted: Sat Jan 11, 2014 4:47 pm
by Kingpin
I will try this. Hey Mav, how did you get your lava on your Sullust map? That is how I would like mine to look like.

EDIT: HOORAY! *pees pants a little bit* Thank you for the 255. It works! Now I have some awesome lava. Thank you guys all for the help!