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My water is invisible?

Posted: Sun Feb 03, 2008 11:12 pm
by BlackHawk21
I'm trying to make a map thats nearly completely covered with water except for some islands in the middle.
So far everything works except for a few glitches i have to work out, the main one being that the water is completely invisible except for the reflection glare (but that only shows up at a distance...) but the damage effects and splash effects work.
I added water to the map in the usual way by putting it in ZE, then adding the effects folder to the world folder (directly in the data_***/worlds/*** folder) and adding the water effects to the FX file, i've done this before but the water's always worked...
In ZE i didnt touch any of the parameters in the water section, i have alpha set to 90 like usual, but i did make the water brush 15X15 to make it easier to add my water (since i am adding it to a fairly large map [512x512] {which may be causing this problem but i dont know for sure})
seriously if i can't get this problem fixed im going to have to scrap this project, so any help i can get is greatly appreciated :yes:

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 8:57 pm
by Crazy_Ewok
Open a shipped map with water in Zero Editor. Go to its water tab and write down the numbers in the color section. Put these in your water color section and it should show up. I'm not sure but you might have to add the water again.

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 9:32 pm
by BlackHawk21
man... that didn't work... it's like the 4th time ive tried that before u suggested it but i thought i'd give it another try for luck... still no go :runaway:

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 9:53 pm
by MasterSaitek009
Post you .fx file.
And also double check that you copied all of the .TGA's that are called in the .fx file

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 10:00 pm
by BlackHawk21
FX file:

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

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");
}

Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(40.0, 80.0);
Color(255, 255, 255, 75);
Velocity(4.0, 0.0);
Rotation(0.1);
Height(9.0);
ParticleSize(18.0);
ParticleDensity(20.0);
}

Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// 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()
{
Tile(1.0,1.0);
Velocity(0.00,0.00);
LODDecimation(8);
MainTexture("kas2_water");
MinDiffuseColor(30,30,30, 255);
MaxDiffuseColor(70, 70, 70, 255);
BorderDiffuseColor(10, 10, 10, 255);
SpecularColor(60, 60, 60, 152);
SpeckleSpecularColor(80, 80, 80, 150);
SpeckleAmbientColor(50, 50, 50, 80);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(8.0, 8.0);
SpeckleScrollSpeed(0.0,0.0);
SpeckleCoordShift(5.0,5.0);
LightAzimAndElev(1.0,0.0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
NormalMapTextures("water_normalmap_",16,8.0);
LODDecimation(1);
RefractionColor(110, 135, 139, 255);
ReflectionColor(110,135,139,255);
UnderwaterColor(96, 96, 88, 128);
FresnelMinMax(0.3,0.6);
Velocity(0.04, 0.008);

}

// PC parameters
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)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0, 2.0);
SpecularMaskScrollSpeed(0.0,0.0);
Velocity(0.01,0.01);

}

}

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)
}
and as for the tga's all it needs is kas2_water.tga and i have that copied over

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 11:07 pm
by MasterSaitek009
Just so you know there are a few more textures involved than just the main water .TGA.
Go check out the "KAS\effects" and "KAS\effects\PC" folders. For normal water you need all of the TGA's named water_normalmap_ ,water_bumpmap_ and water_specularmask_.
Copy them over to your "data_***\worlds\effects\", munge and post the results.

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 11:21 pm
by BlackHawk21
i have all of those already :runaway:

*One time i did have a strange munge error where it was munging something that didnt exist or something but i cleaned it AND manually cleaned just in case so that shouldn't be causing the problem

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 11:30 pm
by MasterSaitek009
Try adjusting your water setting up and down ingame.
Other than that I've got nothin'. :?

Re: ahh! invisible water >.<

Posted: Mon Feb 04, 2008 11:35 pm
by BlackHawk21
tried it lol... and im thinking that maybe i just have so much water that it cant be rendered all at once so its not showing up... but the problem is that it HAS to have that much water [512x512 and most of that is covered with water] cause its a flying map over an ocean type thing and im having a hard enough time trying to hide the map edges i'm thinking of not using solid texture or w/e that is but idk if that would make the ground not solid -the only thing i need is to have the islands be land and the rest can be water

Re: ahh! invisible water >.<

Posted: Tue Feb 05, 2008 12:21 am
by FragMe!
try turning off the ocean setting in the fx file. Make it OceanEnable(0);

Re: ahh! invisible water >.<

Posted: Tue Feb 05, 2008 8:56 pm
by BlackHawk21
*sigh* i've done it with and without that... hasn't changed anything but this time the fx file just happened to have it turned on

Re: ahh! invisible water >.<

Posted: Wed Feb 06, 2008 1:30 am
by MasterSaitek009
Take down the amount of water and see if that fixes it.

If it does slowly start hiking up the amount of water until either (a. The water disappears again or

(b. You reach an amount of water that will suffice.

Re: ahh! invisible water >.<

Posted: Wed Feb 06, 2008 10:05 pm
by BlackHawk21
i suppose i could but i dunno if i can do it with less water.. You can already see the edges of the map when you fly over and i'm still trying to find a way to make them less visible