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Water layers

Posted: Thu Dec 21, 2006 1:34 am
by Penguin
Is it possible to have more then 1 water layer?((water at the top and bottom of a cliff))

In ZE theres a layer option in the water tab, when I change it to 2 and place water around I get a list of errors in my mungelog and the 2nd water layer doesn't appear ingame

Code: Select all

ARNING[terrainmunge world1\VNV.TER]:Discarding additional water layer 2 != 1
PS: does anyone know how to remove glow from an object, ((hoth hanger enterance has glow all around it, looks really horrable ingame))

RE: Water layers

Posted: Thu Dec 21, 2006 5:29 am
by Qdin
I dunno...

The glow comes from a Render Flag when you export, right? But as far as I knwo you can't do anything to the settings nor options regarding Render Flags after exported.

Another theory is to look at the .odf file :) I think I once saw some codes for glow and all that with the Hangar. Probably in an ordnance or something. I gotta admit that I hope - and thinks - that it's in a .odf. I don't have the mod Tools installed here at school :roll: So I can't load it up to see if it's true or what :)

RE: Water layers

Posted: Thu Dec 21, 2006 5:53 am
by Penguin
not the odf, I know theres a command for the msh but I've forgotten what it is

RE: Water layers

Posted: Thu Dec 21, 2006 8:40 pm
by PvtParts
I had found the same issue with the water layers. Since it was never used in game they may have just 'broken' it (like a few other things in ze).

I wonder if there is a way to fix it. Because its turning up an error, it may not be related to the zeroeditor.exe, and may be embedded somewhere in the coding (munge.bats or wld/etc files)

RE: Water layers

Posted: Thu Dec 21, 2006 9:35 pm
by t551
The Edit Flags option for glow needs an alpha channel, so mess with the texture's alpha channel, if it has one.