Page 1 of 1

Disappearing Kamino Water

Posted: Mon Dec 22, 2008 6:02 pm
by Xavious
For some reason, the Kamino water in my map disappears when I look at it from certain angles. I copied all the water and fx stuff I needed from the Kamino assets, and I set up the water settings in Zero Editor to match the ones from the shipped Kamino.

Well, I think I have everything I need. Here's my files for reference:

KN1.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"KN1_map"
"kam1_water"
"kam1_water_2"
"geo_rainwash"
}
REQN
{
"path"
"KN1"
}
REQN
{
"congraph"
"KN1"
}
REQN
{
"envfx"
"KN1"
}
REQN
{
"world"
"KN1"
}
REQN
{
"prop"
"KN1"
}
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"KN1_conquest"
"KN1_eli"
}
}[/code]
KN1.fx
Hidden/Spoiler:
[code]Effect("ColorControl")
{
PS2()
{
Enable(1);
WorldBrightness(0.36);
WorldContrast(0.35);
WorldSaturation(0.45);
}
}

Effect("Wind")
{
Enable(1);
Velocity(1.0, 0.3);
VelocityRange(1.0);
VelocityChangeRate(0.1);
}

Effect("Water")
{
// general parameters

Tile(4.0,4.0);
MainTexture("kam1_water_2");

FoamTexture("kam1_water");
FoamTile(5.0,5.0);

// ocean parameters
OceanEnable(1);
WindDirection(0.2,1.0);
WindSpeed(25.0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);

// PS2 parameters
PS2()
{
Velocity(0.01,0.05);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);

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(75, 75, 75, 255);
SpeckleTextures("water_specles0", "water_specles1", "water_specles2", "water_specles3");
SpeckleTile(5.0, 5.0);
SpeckleBlendSpeed(4.0);
SpeckleScrollSpeed(0.0,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}

XBOX()
{
Velocity(0.001,0.005);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);
}

PC()
{
Velocity(0.001,0.005);
PhillipsConstant(0.00001);
PatchDivisions(16,16);
LODDecimation(2);
}

}


Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);

GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);

PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}

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("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");
}

LightningBolt("skybolt")
{
Texture("lightning");
Width(30.0);
FadeTime(0.5);
BreakDistance(20.0);
TextureSize(30.0);
SpreadFactor(20.0);
MaxBranches(2.0);
BranchFactor(0.5);
BranchSpreadFactor(8);
BranchLength(80.0);
InterpolationSpeed(0.4);
NumChildren(1);
ChildBreakDistance(15.0);
ChildTextureSize(8.0);
ChildWidth(1.0);
ChildSpreadFactor(10.0);
Color(255,255,255,255);
ChildColor(255,255,255,150);
}

Effect("Blur")
{
PC()
{
Enable(0);
Mode(1)
ConstantBlend(0.44)
DownSizeFactor(0.2500)
}
XBOX()
{
Enable(0);
Mode(1)
ConstantBlend(0.44)
DownSizeFactor(0.2500)
}
}

Effect("hdr")
{
Enable(1)
}[/code]
Help would be much appreciated. If you need me to post something else, ask away.

Re: Disappearing Kamino Water

Posted: Mon Dec 22, 2008 9:41 pm
by fiddler_on_the_roof
Have you used water befor in othre maps?

Also, I asked why water didn't work on my custom maps, and I guess some computers just can't work with your custom maps with water, maybe yours is in-between being able to use it and it crashing because of it.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 10:56 am
by Xavious
I didn't say crashing, I said it's disappearing when I look at it from certain angles. Honestly, did you even read the title of the thread?

EDIT: Here's a couple pictures for reference.

Looking straight across, but not directly at the water.
Hidden/Spoiler:
Image
Looking directly at the water.
Hidden/Spoiler:
Image
Zoomed in and looking directly at the water, same angle as last picture.
Hidden/Spoiler:
Image
Again, help would be appreciated. If someone needs me to post another file to check it over, just ask.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 12:11 pm
by FragMe!
Xavious
Did you try matching your .sky files settings to that of Kamino?
I am assuming you already matched the .fx file to get the water in the first place :)

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 12:17 pm
by Xavious
FragMe! wrote:Xavious
Did you try matching your .sky files settings to that of Kamino?
I am assuming you already matched the .fx file to get the water in the first place :)
Yep, I copied all my sky stuff from the Kamino sky file.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 4:06 pm
by Maveritchell
Why don't you just try using water that's not Kamino water, and then adjusting the color settings/textures later. That'll help figure out whether the water itself is the problem or something else.

Also, try adjusting your vis settings ingame; it could just be that it's a "your-computer" thing.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 4:16 pm
by Xavious
Maveritchell wrote:Why don't you just try using water that's not Kamino water, and then adjusting the color settings/textures later. That'll help figure out whether the water itself is the problem or something else.
The thing is, to my knowledge, any other water would crash the map if I used it to cover the entire map.
Maveritchell wrote:Also, try adjusting your vis settings ingame; it could just be that it's a "your-computer" thing.
I'll give it a shot, but I doubt it'll work, seeing as I don't get this problem while playing the shipped Kamino.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 4:37 pm
by RepSharpshooter
I had a similar problem with Urban map, objects would flicker on and off depending on the angle that you looked at them, and would usually come back if you zoomed in.

I think it is caused by too many objects being rendered at the same time. I tried various sky file nearscenerange's with a bit of success. (not total though). I had to lower the values considerably so the view distance was less (therefore less rendered).

I'm not entirely sure that this applies to the ocean, but I have a hunch that it might.

q's
1. Is your terrain the same size as kamino's?
2. Did this bug occur from the start, or as you added objects?

My reasoning is that if your's is the same size as Kamino, there should be no issue and there must be another variable. If your's is bigger than kamino, then you could be pushing the limits of the engine.

In the fx file there are:

Code: Select all

		PatchDivisions(16,16);
		LODDecimation(2);
You might as well try lowering the divisions to ease polygon load (If I'm assuming its function correctly). I'm not sure what LODDecimation is, but if you could somehow use that to lower the quality and improve performance, that would also be beneficial. (In one of the pictures even, I see that a nearer (possibly higher) LOD disappeared but in the distance there is some water out there (presumably lower LOD). Perhaps LODDecimation is that it divides in 2 when it downgrades the LOD?

You could also mess with the LOD and view distance slider in video options and see if those have any effect.

Re: Disappearing Kamino Water

Posted: Tue Dec 30, 2008 6:25 pm
by YTGTangerine
RepSharpshooter: I think it is caused by too many objects being rendered at the same time.
I agree. There is that Aclamator jutting off in the distance, which might have something to do with it. But before you do that I would try to adjust your LOD distance, because a similar thing happened to me and it turned out my graphics settings were to high. :yes: