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water is crashing map
Posted: Mon Aug 07, 2006 12:55 pm
by B94
Hey every body, ive tried many tutorials many time with no sucsess but whenever i put water on my map it crashes and dosnt say anything in sptest.
i have uploaded the file. thanks b94
link
Posted: Mon Aug 07, 2006 1:00 pm
by B94
RE: link
Posted: Mon Aug 07, 2006 1:20 pm
by Leviathan
Off-topic : Alright, although I have an Overall Idea of your current troubles' Common Origin, I prefer looking into this Star Wars Battlefront Project before considering this problem as being worked out in advance, and that's why I hope you won't mind being forced to await a few Days so that I could figure out what may have gone wrong with this same level, additionally to the fact my available spare-time might be somewhat restricted within the Times to come. On the other hand, in case my actual Theories would be eventually proven, then be sure you will be able to go back working onto this map rather fastly and safely...
Posted: Mon Aug 07, 2006 1:42 pm
by B94
Thanks, also after you figure out whats wrong could someone tell me how to change the texture from there for the water because i dont think ill want water on my lava map
Posted: Wed Aug 09, 2006 10:24 am
by Leviathan
Off-topic : Alright, the apparent problems the Star Wars Battlefront level you've designed so far was suffering from were indeed caused by the Elements I may have thought to while writing my previous message, and rather than uploading this slightly-altered Project on a Hosting Server, I would merely ask you to replace the "URD1.req" file present towards the "[Hard-Drive's letter]\BFBuilder\DataURD1\Worlds\URD1" Directory by the one whose content has been listed below. Furthermore, in case you would want to substitute Water by another Fluid or Liquid Substance, then I would suggest getting your hands down on an Image Editing Software handling the TarGA file-format before having a look at the numerous files included inside the "[Hard-Drive's letter]\BFBuilder\DataURD1\Worlds\URD1\Effects" Folder, and hopefully, you should understand the Overall Objective of the Graphics Files gathered into this Location...
[quote=""URD1.req""]ucft
{
REQN
{
"config"
}
REQN
{
"texture"
"URD1_map"
}
REQN
{
"texture"
"platform=ps2"
"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"
"kas2_water"
}
REQN
{
"texture"
"platform=xbox"
"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"
"kas2_water"
}
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"
"kas2_water"
}
REQN
{
"path"
"URD1"
}
REQN
{
"congraph"
"URD1"
}
REQN
{
"envfx"
"URD1"
}
REQN
{
"world"
"URD1"
}
REQN
{
"prop"
"URD1"
}
REQN
{
"boundary"
"URD1"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
"dustwake"
}
}[/quote]
Posted: Wed Aug 09, 2006 12:48 pm
by B94
man, thanks alot, i guess the red is what was wrong or missing i work on that today thanks again
Posted: Wed Aug 09, 2006 1:11 pm
by Leviathan
Off-topic : Entries or Expressions having been colorized using an Alternate Scheme are indeed the Textual Contents you will have to modify through your current "URD1.req" file, and by having a look at this same file, you will eventually guess that all Commented Sections contained inside it have been put into Compilable ones for Reasons being more or less self-evident and easy to explain. Above all, in case of further troubles or needs, do not hesitate requesting additional Informations or Precise Details regarding Domains you might experience Difficulties with...
Posted: Wed Aug 09, 2006 11:31 pm
by B94
ok i changed the .req and got very shiny water that looks like liquid silver. how do i put the texture on it such as lava_flow.tga?
Posted: Thu Aug 10, 2006 10:05 am
by Leviathan
Because of the fact I may have not that looked into the designing of Star Wars Battlefront levels comparable to your current one, I guess most of the Resources and Instructions I could provide to you might not be that easy to implement, but since I assume they have chances to work as expected, then I would suggest following this Advice : As you must have guessed by browsing the sub-folders shipped with the "DataURD1" Folder, Graphics Files associated to the Water Regions placed onto your map are stored into the "[Hard-Drive's letter]\BFBuilder\DataURD1\Worlds\URD1\Effects" Directory, and that's why you will have to download and install a Specialized Software managing the Targa file-format in order to substitute existing Textures located there by others owning a Lava Appearance and being converted to the proper Graphics Format, unless you have already succeeded in getting *.TGA Elements meeting these Requirements. Of course, do not forget to rename these newly-copied Stuffs using the Labels of those being placed into this Location previously, else you would not got that many Productive and Satisfying Outcomes...
Posted: Fri Aug 11, 2006 10:49 am
by B94
so is it possible to just take kas2_water.tga out of the effects and rename lava_flow.tga to kas2_water.tga? or do i have to do something else?
ps: if i had another map and have water in it, does it work if i just copy it again and change "urd1" to MapId""
thanks
Posted: Fri Aug 11, 2006 12:28 pm
by Leviathan
Indeed, renaming the implicated Targa Graphics Files is certainly the most easy Means to implement in order to modify the Overall Appearance of the aimed Stuffs, and as far as I can tell, proceeding to additional changes won't be eventually required so as to make this Workaround to work decently. Moreover, regarding the second Question you have phrased above, the least I can say is that replacing all "URD1" Occurrencies located inside both the Internal Content and Label of the "URD1.req" file shouldn't be that unsuccessful, especially thanks to the fact this same Plain Text File's Structure is commonly shared by any level shipped or aggregated towards Star Wars Battlefront...
Posted: Fri Aug 11, 2006 4:53 pm
by B94
sorry, your big words are hard to understand but are you saying both are possible? ps: your avatar is not showing up on my compuer. just letting you know.
Posted: Sat Aug 12, 2006 10:29 am
by Leviathan
I guess I will be sooner or later forced to make my further messages a little clearer and more understandable towards Regular Users, but in order to return to the actual Subject, then the two Procedures you have quoted previously can be indeed achieved in order fulfill the Tasks you have equally talked about. On the other hand, do not forget to open up the "URD1.req" file I have altered for a while thanks to Notepad in order to replace all "URD1" Expressions by the "[Mod_ID]" Variable associated to the Star Wars Battlefront Project you would want to place Water Regions onto...