Water
Moderator: Moderators
-
NovaBlast
Water
Hello, I have another thread... but it has been passed up, and caleb's water tutorial he gave me doesn't work for bf1. Can you give me a specific swbf1 tutorial, because the swbf2 one doesn't work
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PoRCH WooKIE
- Second Lance Corporal

- Posts: 104
- Joined: Fri Oct 19, 2007 6:07 pm
Re: Water
Ok, at first you have to open your modid.req data (DataModID/worlds/ModID.req). Here you have to set your water textures!
Search down the column for:
REQN {
"texture"
"platform=pc"
and just put this part of kas2.req (Assets/Shipped Worlds/Kashyyyk) in:
(ATTENTION!!!!!! DON'T COPY THE TEXT BELOW! COPY IT FROM kas2.req BECAUSE ALL MUST BE IN THE RIGHT ORDER!!!!!!)
"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"
Ok. Then scroll down to this section:
REQN {
"envfx"
-- "ModID"
}
This section calls the envfx (environment effects) and is called ModID.fx which has not been created at this time. So what to do??
Right! We need another .fx file to know what it does. We took Kashyyyk as the sample map so we have to go in the world folder of Kashyyyk (Assets/Shipped Worlds/Kashyyyk/World2)
and search for the kas2.fx file...got it? Ok, open it and look at what it does. If you don't understand, no problem. It's not necessary for now.
We don't have to change anything in this file, so we can just copy it into our world folder. But we aren't finish just yet.
You have this file in your folder and have to rename it because your ModID is not kas2 right? Rename the kas2.fx into ModID.fx.
Ok! Now open ModID.fx and scroll down to this section:
PC()
{
Tile(2.0,2.0);
MainTexture("kas2_water.tga");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.6);
FarSceneRange(1500)
The file needs a texture called kas2_water.tga!
Now go to the Kashyyyk world folder and search for this .tga and copy it into your world folder!
Ok before you can say "YES! I GOT IT!", we have to copy the other necessary files!
Go to assets/shipped worlds/kashyyyk/effects and take all files with "water" in its name except waterspout.fx. For example these files:
water_specularmask_15.tga
water_normalmap_14.tga
water_normalmap_13.tga.option
Ok? ALL FILES ARE GOLDEN! Now you have to place your water using ZeroEdit:
1. Click on the section Water between Texture and Foliage
2. You see on the left side a box with fields to change. Make these changes:
width = "1" and depth = "1"
Layer = "1"
u vel = "0.02" and v vel = "0.02" (This helps to modify it for waves, if required)
u rept = "1" and v rept = "1"
texture = blank (Don't fill anything in there)
color = 0, 0, 200
alpha = 255 (Alpha is the transparency of the water. 0 = Invisible, 255 = Completely Visible)
glow = off
Add water as you would terrain or texture. Save world, munge and try it out!
:jango:
Search down the column for:
REQN {
"texture"
"platform=pc"
and just put this part of kas2.req (Assets/Shipped Worlds/Kashyyyk) in:
(ATTENTION!!!!!! DON'T COPY THE TEXT BELOW! COPY IT FROM kas2.req BECAUSE ALL MUST BE IN THE RIGHT ORDER!!!!!!)
"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"
Ok. Then scroll down to this section:
REQN {
"envfx"
-- "ModID"
}
This section calls the envfx (environment effects) and is called ModID.fx which has not been created at this time. So what to do??
Right! We need another .fx file to know what it does. We took Kashyyyk as the sample map so we have to go in the world folder of Kashyyyk (Assets/Shipped Worlds/Kashyyyk/World2)
and search for the kas2.fx file...got it? Ok, open it and look at what it does. If you don't understand, no problem. It's not necessary for now.
We don't have to change anything in this file, so we can just copy it into our world folder. But we aren't finish just yet.
You have this file in your folder and have to rename it because your ModID is not kas2 right? Rename the kas2.fx into ModID.fx.
Ok! Now open ModID.fx and scroll down to this section:
PC()
{
Tile(2.0,2.0);
MainTexture("kas2_water.tga");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.6);
FarSceneRange(1500)
The file needs a texture called kas2_water.tga!
Now go to the Kashyyyk world folder and search for this .tga and copy it into your world folder!
Ok before you can say "YES! I GOT IT!", we have to copy the other necessary files!
Go to assets/shipped worlds/kashyyyk/effects and take all files with "water" in its name except waterspout.fx. For example these files:
water_specularmask_15.tga
water_normalmap_14.tga
water_normalmap_13.tga.option
Ok? ALL FILES ARE GOLDEN! Now you have to place your water using ZeroEdit:
1. Click on the section Water between Texture and Foliage
2. You see on the left side a box with fields to change. Make these changes:
width = "1" and depth = "1"
Layer = "1"
u vel = "0.02" and v vel = "0.02" (This helps to modify it for waves, if required)
u rept = "1" and v rept = "1"
texture = blank (Don't fill anything in there)
color = 0, 0, 200
alpha = 255 (Alpha is the transparency of the water. 0 = Invisible, 255 = Completely Visible)
glow = off
Add water as you would terrain or texture. Save world, munge and try it out!
:jango:
