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Adding water to space maps

Posted: Sun Aug 17, 2008 7:49 pm
by Fluffy_the_ic
I'm currently working on a space map, and I was reading Ace's tut on adding water, when I realised that there already was a .fx file for my map, and so I was wondering how to add water to a space map.

Re: Adding water to space maps

Posted: Sun Aug 17, 2008 8:07 pm
by xXxINSANITYxXx
same thing

Re: Adding water to space maps

Posted: Sun Aug 17, 2008 8:35 pm
by Fluffy_the_ic
Then what do I do with the original .fx file?

Re: Adding water to space maps

Posted: Sun Aug 17, 2008 8:39 pm
by RepSharpshooter
Paste in the parts pertaining to water.

Re: Adding water to space maps

Posted: Sun Aug 17, 2008 8:43 pm
by elfie
You just add the lines applying to water to the .fx file, you may have as many effects as you want I believe, just make sure your brakets are placed correctly, here is an example of how I added water through fx files in my map:
Hidden/Spoiler:
Effect("ColorControl")
{
Enable(1);
XBOX()
{
GammaBrightness(0.48);
GammaContrast(0.54);
}
PC()
{
GammaBrightness(0.48);
GammaContrast(0.55);
}

}


Effect("hdr")
{
Enable(1)
DownSizeFactor(0.25)
NumBloomPasses(3)
MaxTotalWeight(1.0)
GlowThreshold(0.5)

GlowFactor(1.0)

}



Effect("Blur")
{
PS2()
{
Enable(1);
Mode(1)
ConstantBlend(0.35)
DownSizeFactor(0.35)
}
PC()
{
Enable(1);
Mode(1)
ConstantBlend(0.35)
DownSizeFactor(0.25)
}
XBOX()
{
Enable(1);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.25)
}
}


Effect("Godray")
{
Enable(1);
MaxGodraysInWorld(100);
PS2()
{
MaxGodraysOnScreen(3);
}
PC()
{
MaxGodraysOnScreen(10);
}
XBOX()
{
MaxGodraysOnScreen(3);
}
OffsetAngle(0.000000);
DustVelocity(0.1, -0.2, 0.0);
MaxViewDistance(30);
}


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(0.0,0.0);
LODDecimation(8);
MainTexture("fel1_water");
MinDiffuseColor(32, 40, 32, 188);
MaxDiffuseColor(128, 130, 128, 188);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 222, 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);
OscillationEnable(0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
NormalMapTextures("water_normalmap_",16,8.0);
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(255,255,255,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
Velocity(0.01, 0.001);
OscillationEnable(0);

}

// PC parameters
PC()
{
Tile(2.0,2.0);
MainTexture("fel1_water");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.4);
FarSceneRange(1500)

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);
Velocity(0.01,0.01);
OscillationEnable(0);

}
}


Effect("MotionBlur")
{
Enable(1);
}

Effect("ScopeBlur")
{
Enable(1);
}


SunFlare()
{
Angle(120.000000, 60.000000);
Color(215, 215, 255);
Size(5.0);
FlareOutSize(20.0);
NumFlareOuts(50);
InitialFlareOutAlpha(70);
HaloInnerRing(9.0, 60, 60, 255, 200);
HaloMiddleRing(20.0, 40, 40, 255, 100);
HaloOutterRing(40.0, 10, 10, 128, 0);
SpikeColor(200,200,245,128);
SpikeSize(16.0);
}

Effect("Shadow")

{

Enable(1)
BlurEnable(1)
Intensity(1.0)

}
See? There are many effects, I don't know how space .fx are but they should be similar, also don't forget the .req too!

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 11:28 am
by Fluffy_the_ic
Here's a space .fx file:
Hidden/Spoiler:
Effect("SpaceDust")
{
Enable(1);

Texture("spacedust1");

SpawnDistance(150.0);
MaxRandomSideOffset(70.0);
CenterDeadZoneRadius(20.0);

MinParticleScale(0.1);
MaxParticleScale(0.5);

SpawnDelay(0.02);
ReferenceSpeed(35.0);

DustParticleSpeed(100.0);

SpeedParticleMinLength(2.0);
SpeedParticleMaxLength(12.0);

ParticleLengthMinSpeed(35.0);
ParticleLengthMaxSpeed(170.0);
}


Effect("FogCloud")
{
Enable(0);
Texture("fluffy");
Range(90.0, 120.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

Effect("Blur")
{
PS2()
{
Enable(0);
MinMaxDepth(0.95,1.0);
}
PC()
{
Enable(0);
Mode(1)
ConstantBlend(0.3)
DownSizeFactor(0.2500)
}
XBOX()
{
Enable(0);
Mode(1)
ConstantBlend(0.45)
DownSizeFactor(0.2500)
}
}

effect("hdr")
{
enable(1)
DownSizeFactor(0.5)
NumBloomPasses(4)
MaxTotalWeight(1.05)
GlowThreshold(0.7)
GlowFactor(1.0)

}

SunFlare()
{
Angle(95.000000, -35.000000);
Color(200,200,255);
Size(3.0);
SpikeSize(24.0);
SpikeColor(200,200,255,128);
NumFlareOuts(30);
InitialFlareOutAlpha(50);


PS2()
{
FlareOutSize(2.0);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(1.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(1.0, 255, 200, 0, 128);
HaloOutterRing(15.0, 255, 127, 0, 0);
}
XBOX()
{
FlareOutSize(8.0);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(1.0, 255, 200, 0, 128);
HaloOutterRing(15.0, 255, 127, 0, 0);
}
}
Where would it go in here?

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:08 pm
by Aman/Pinguin
I would paste it at the end of the file.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:39 pm
by Caleb1117
I gotta ask, how, and why water in space? Could you even place it, considering there is no terrain?

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:42 pm
by woner11
You can probably place it as there is a common height level in the ZE which you can manipulate.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:43 pm
by Fluffy_the_ic
@ caleb: I just figured that having a map that's a dogfight over a vast ocean would be kinda cool, you know?

@woner: Huh?

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:47 pm
by woner11
If you go into the ZE and try to manipulate the height you'll find it doable. So, that means there is a common ground which is invisble and you can go through, but, you can still place things on it.

I can't explain it any more clearly than that.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 12:57 pm
by Fluffy_the_ic
I thought you were talking about the water...
But now it's crashing. I really need help with this...
*stares at a random veteran modder, say... Ace or say Teancum*

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 1:01 pm
by Silas
why don't you just lower the terrain of a groundmap, add water to the whole thing, and just put the capital ships and such that you want in?

(it makes more sense to have a dogfight over an ocean over an actual ocean, which doesn't occur too often in outerspace anyway)

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 1:06 pm
by woner11
Did you get a pcmunge log, and if not post your Bfront2.log.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 1:15 pm
by Fluffy_the_ic
Well, then I'll have some underwater CPs as well, and I can't add anything correctly.
EDIT:
Mungelog:
Hidden/Spoiler:
[code]C:\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\MNC\MNCc_1flag1: No such file or directory
ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (1).lua]:Could not read input file.ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (1).lua]:Could not read input file. [continuing]
C:\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\MNC\MNCc_1flag1: No such file or directory
ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (2).lua]:Could not read input file.ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (2).lua]:Could not read input file. [continuing]
4 Errors 0 Warnings

WARNING[PC_modelmunge MSH\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings[/code]
BFront2 log:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file spa6c_cmn not found

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4

Message Severity: 2
.\Source\StatusDisplay.cpp(489)
StatusDisplay::SetSquadCommand: can't find localize string for 0x276fbf4
[/code]
EDIT2: I did what AQT told me to do in my other thread, and now there are no warnings and two errors, not four.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 1:41 pm
by woner11
What errors are there?

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 1:45 pm
by Fluffy_the_ic
Whoops, sorry.
Mungelog:

Code: Select all

C:\ToolsFL\Bin\luac.exe: cannot read ..\..\common\scripts\MNC\MNCc_1flag1: No such file or directory
ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (2).lua]:Could not read input file.ERROR[scriptmunge scripts\MNC\MNCc_1flag1 (2).lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings

BTW: My Bfront2 log is the exact same thing.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 5:53 pm
by elfie
Seriously, if what you are trying to do is have a dogfight over an ocean, make a new ground map, raise the max fly height, follow the adding water tutorial, fill the entire map with water, have two capital ships with aircraft vehicle spawns placed above the water, and if you want space assault rules, adjust the lua to fit your needs, munge and play and there you go, see isn't that much easier?

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 6:01 pm
by Fluffy_the_ic
Me=Not able to do half that stuff yet, so no.

Re: Adding water to space maps

Posted: Mon Aug 18, 2008 6:09 pm
by MandeRek
elfie wrote:Seriously, if what you are trying to do is have a dogfight over an ocean, make a new ground map, raise the max fly height, follow the adding water tutorial, fill the entire map with water, have two capital ships with aircraft vehicle spawns placed above the water, and if you want space assault rules, adjust the lua to fit your needs, munge and play and there you go, see isn't that much easier?
Do capitals work in ground maps?

Still great idea, just a ground map with caps and frigates, plus the space luas.. Would work?