Red River

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woner11
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Red River

Post by woner11 »

I added the dagobah water to my map and now whenever I play the map the water is red. However in the ZE the water is blue. Help and thanks in advance.
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Re: Red River

Post by DarthD.U.C.K. »

have you copied the waters tga from the dagobaworldfolder into yours?
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Re: Red River

Post by woner11 »

I copied the pc folder and then I copied the main water tga out of that into the world folder. Are you saying I should copy them all out of the pc folder?
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Re: Red River

Post by tnt_1992 »

copy the whole effects folder and put it in the worlds folder. thats what i do to get my water to go from red to blue
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Re: Red River

Post by woner11 »

I'll try that.

Edit:
I copied the effects folder like you said with no luck at all.
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Re: Red River

Post by tnt_1992 »

change the water color from ZE
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Re: Red River

Post by Fluffy_the_ic »

woner11 wrote:I added the dagobah water to my map and now whenever I play the map the water is red. However in the ZE the water is blue. Help and thanks in advance.
You're water in ZE is blue? Geez, mine never even shows up. But hey you could map a great underworld map. :yes:
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Re: Red River

Post by woner11 »

I have tried everything in the the ZE. I changed it to red, and the water stayed red. I put it back to blue, it stayed red, and then I tried green and it still stayed red. I have also tried different combinations of this.
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Re: Red River

Post by tnt_1992 »

have u tryed other maps water?
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Re: Red River

Post by woner11 »

No.
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Re: Red River

Post by NullCommando »

How low are your in-game water settings?
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Re: Red River

Post by tnt_1992 »

try it with a different maps water.
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Re: Red River

Post by woner11 »

I have tried many different settings. I will try a different water, but I would like to know why dagobah water isn't working.

Here is my .fx file:
Hidden/Spoiler:
Effect("Godray")
{
Enable(1);

MaxGodraysInWorld(300);
MaxGodraysOnScreen(8);

MaxViewDistance(80.0);
FadeViewDistance(70.0);
MaxLength(40.0);
OffsetAngle(0.0);

MinRaysPerGodray(3);
MaxRaysPerGodray(6);
RadiusForMaxRays(2.0);

Texture("fx_godray");
TextureScale(1.5, 1.5);
TextureVelocity(0.0, -0.1, 0.0);
TextureJitterSpeed(0.05);
}


//Effect("Lightning")
//{
// Enable(1);
// Color(255, 255, 255);
// SunlightFadeFactor(0.1);
// SkyDomeDarkenFactor(0.4);
// BrightnessMin(1.0);
// FadeTime(0.2);
// TimeBetweenFlashesMinMax(3.0, 5.0);
// TimeBetweenSubFlashesMinMax(0.01, 0.5);
// NumSubFlashesMinMax(2, 5);
// HorizonAngleMinMax(30, 60);
// SoundCrack("yav_amb_thunder");
// SoundSubCrack("yav_amb_thundersub");
//}

Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(60.0, 100.0);
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(1);
MinMaxDepth(0.95,1.0);
}
PC()
{
Enable(1);
Mode(1)
ConstantBlend(0.4)
DownSizeFactor(0.2500)
}
XBOX()
{
Enable(1);
Mode(1)
ConstantBlend(0.4)
DownSizeFactor(0.2500)
}
}


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);

DisableLowRes();

// PS2 parameters
PS2()
{
Velocity(0.0,0.0);
LODDecimation(8);
MainTexture("dag1_water.tga");
MinDiffuseColor(32, 40, 32, 255);
MaxDiffuseColor(128, 130, 128, 255);
BorderDiffuseColor(160, 160, 160, 255);
//SpecularColor(192, 192, 192, 192);
//SpeckleSpecularColor(160, 160, 160, 255);
//SpeckleAmbientColor(0, 0, 0, 255);
//SpeckleTextures("water_specularmask_",25, 2.0);
//SpeckleTile(4.0, 4.0);
//SpeckleScrollSpeed(0.0,0.0);
//SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("dag1_water.tga");
LODDecimation(1);

RefractionColor(101, 136, 140, 255);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
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);
}
// XBOX parameters
XBOX()
{
Velocity(0.01,0.002);
LODDecimation(1);
RefractionColor(128, 130, 128, 64);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
FresnelMinMax(0.2,0.7)
NormalMapTextures("water_normalmap_",16,8.0);
}
}
And here is my req:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"NAT_map"
}

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"
"dag1_water"

}
REQN
{
"path"
"NAT"
}
REQN
{
"congraph"
"NAT"
}
REQN
{
"envfx"
"NAT"
}
REQN
{
"world"
"NAT"
}
REQN
{
"prop"
"NAT"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"NAT_conquest"
"NAT_1flag"
"NAT_eli"
}
}
Tell me if you see anything wrong. I would just like these checked before I change the water.
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Re: Red River

Post by EGG_GUTS »

From what I remember it's nothing to do with your FX, it's your water settings like NullCommando said.
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Re: Red River

Post by woner11 »

I have tried the water settings on all the levels in the game. So does this mean I need to get new water? (Hoping the answer is no.)
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