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Possible to stop the water animations?

Posted: Wed Nov 21, 2007 12:24 pm
by Aman/Pinguin
Well like the name of this topic says: Is it possible to stop the animations of water? Because in my map is frozen water and it looks wierd... you can run over ice and its moving >.<

- Pinguin/Aman

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 12:31 pm
by DarthD.U.C.K.
water properties:

Code: Select all

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);
i dont think so, its a matter of the engine
why someone use water, that isnt animated?

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 12:46 pm
by Aman/Pinguin
DarthD.U.C.K. wrote:why someone use water, that isnt animated?
I wrote:Because in my map is frozen water and it looks wierd... you can run over ice and its moving >.<

- Pinguin/Aman

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 1:09 pm
by trainmaster611
If you want to stop the waves in the water, you have to change these values to 0

Code: Select all

// ocean parameters
   OceanEnable(1);
   WindDirection(0.2,1.0);
   WindSpeed(25.0);
If you want to stop the little wave effect that comes out when a vehicle or a unit walks through the water, you have to edit that in the unit's ODF.

This is taken from the UTAT ODF.

Code: Select all

WaterEffect = "com_sfx_waterwake_lg"
Cancel that line and it will go away. I didn't see any such lines in the unit ODF though so I am guessing it may be hardcoded.

The best alternative is to just leave it as normal terrain and use an ice texture.

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 1:35 pm
by Maveritchell
It's not hardcoded for units either, it's just in the class parent .odfs (I think com_inf_default).

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 2:23 pm
by Aman/Pinguin
cool thanks trainmaster :P Btw i put an invisible collision area over the whole water :p so no problem with units in it

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 9:33 pm
by Taivyx
What does the u vel and v vel values in zeroeditor do exactly?

Ace says they modify the waves, but what would happen if you increased or decreased the value?

Re: Possible to stop the water animations?

Posted: Wed Nov 21, 2007 9:37 pm
by trainmaster611
Well I would think one value controls wavelength and the other one controls amplitude (waveheight).

I think the value I told Pinguin to change controls the frequency.