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How do you add lava?
Posted: Tue Sep 04, 2007 3:00 pm
by GolfBulb
How do u add lava, i know how to add water but its diffrent, i tried adding the water way then taking the Mus .FX and the lava .TGA and puting it together. but it made my map crash, and if it didnt crash.. it was Kashyyk water.. so please help
Re: lava...............lava!
Posted: Tue Sep 04, 2007 3:58 pm
by Taivyx
Use this as the basis:
- Get a lava texture, whether from the assets or internet
- Go to your ***.fx
- Make this your water part of your fx:
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(228, 155, 15,255);
WaterWakeColor(228, 155, 15,255);
WaterSplashColor((228, 155, 15,255);
DisableLowRes();
// PS2 parameters
PS2()
{
Velocity(0.0,0.0);
LODDecimation(8);
MainTexture("mus1_main_4.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()
{
Tile(1.0,1.0);
Velocity(0.01,0.02);
MainTexture("lava.tga");
LODDecimation(1);
RefractionColor(160, 100, 0, 255);
ReflectionColor(204,51,51,255);
UnderwaterColor(204, 85, 0, 200);
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);
}
}
- Substitute lava.tga to whatever your lava texture is called.
- Put your lava texture in your effects and world1 folder.
- Munge and it should work if you set up your water correctly.
Re: lava...............lava!
Posted: Tue Sep 04, 2007 5:00 pm
by GolfBulb
i know it might sound silly buyt.. i dont have an effect folder should i make one?
Re: lava...............lava!
Posted: Tue Sep 04, 2007 7:25 pm
by Taivyx
Of course.
Re: lava...............lava!
Posted: Tue Sep 04, 2007 7:37 pm
by BountyHunterV
um...that would affect all water on your map, right?
so from now on if you tried to place water in that map, it would appear as water, i'm assuming?
Re: lava...............lava!
Posted: Tue Sep 04, 2007 7:59 pm
by Taivyx
Well, I believe so.
I don't think there's any other way of doing it.
However, if there is, that would be cool.
Re: lava...............lava!
Posted: Tue Sep 04, 2007 10:33 pm
by BountyHunterV
sorry, i meant:
so from now on if you tried to place water in that map, it would appear as LAVA, i'm assuming?
if that is true, than that stinks, cause i had a map in mind with both lava and water...does anybody know if that's possible?
Re: lava...............lava!
Posted: Tue Sep 04, 2007 10:42 pm
by Teancum
If I remember right the Mustafar lava is an animated model.
Re: lava...............lava!
Posted: Tue Sep 04, 2007 10:52 pm
by Penguin
Also there was an unused tile .odf for lava somewhere, someone posted it along time ago.
Re: lava...............lava!
Posted: Wed Sep 05, 2007 3:34 pm
by BountyHunterV
penguin do you know where exactly that .odf is? cause the search is still a little screwy
Re: lava...............lava!
Posted: Wed Sep 05, 2007 4:33 pm
by Maveritchell
I don't know why so many people get hung up on lava. It's just differently-colored water. You put it in just like normal water. If you don't want to have to deal with:
a) It only showing the texture on low settings (like all water does anyway), or
b) It affecting all the water on your map,
then just reskin a flat object with lava textures (mus_main_3 is the Mustafar lava texture, I think) and place like any other object.
Re: lava...............lava!
Posted: Wed Sep 05, 2007 6:14 pm
by BountyHunterV
i guess...i was just thinkin it would be really cool if troopers could, you know, wade through it and stuff..thats all
Re: lava...............lava!
Posted: Wed Sep 05, 2007 8:14 pm
by Taivyx
All you have to do for them to be able to do that is to give it no collision.
Re: lava...............lava!
Posted: Wed Sep 05, 2007 11:10 pm
by BountyHunterV
oh...i didn't know you could do that
how do you give an ODF no collision?
Re: lava...............lava!
Posted: Wed Sep 05, 2007 11:13 pm
by AceMastermind
In a msh.option file enter this:
-nocollision
If there is no msh.option file for the mesh you're using, then create one.
Re: lava...............lava!
Posted: Wed Sep 05, 2007 11:15 pm
by BountyHunterV
does it matter where in the file you put it?
Re: lava...............lava!
Posted: Thu Sep 06, 2007 7:18 am
by Taivyx
Nope!

Re: lava...............lava!
Posted: Thu Sep 06, 2007 7:56 am
by Penguin
It does, can't put it in the middle of another word, must have a space before it if theres something else in front

Re: lava...............lava!
Posted: Thu Sep 06, 2007 3:34 pm
by Taivyx
Oh, well, duh.
That's a given, lol.
Re: lava...............lava!
Posted: Thu Sep 06, 2007 3:45 pm
by BountyHunterV
lol...
in general is this true with all ODFs? like if theres a line you want to add like "WeaponShareAmmo" for instance does it matter where you put it?