3 Minor issues with water

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Tohron

3 Minor issues with water

Post by Tohron »

I don't really have very much to ask, just a few things

-How do you make it so that flying vehicles pass through a water layer and go underwater? I'm working on a map where there will be a large underwater area that I want them to be able to fly through, but right now they keep colliding with the water surface.

-Do maps automatically show the water surface if you are looking up from an underwater perspective? If not, how to you add this effect?

-How would you assign regions below the water where a unit would not drown? Part of the underwater design would involve a large corridor/room network.
Tuskenjedi

RE: 3 Minor issues with water

Post by Tuskenjedi »

for the first one you would probably have to make your own water, unless there's some disablng factor somewhere
Big_rich

RE: 3 Minor issues with water

Post by Big_rich »

Add this to your flyer odf:

FloatsOnWater = "0"

#2 have you tired using a terrain cutter in your water? Like hoth tunnels? I'm not 100% on this but I beleive terrain cutters displace water. If this is true then you can just hex edit the msh and assign a transparet texture to the tunnels. Well, you might not even have to hex edit, depending on what you are doing with the tunnels.
Tohron

Re: RE: 3 Minor issues with water

Post by Tohron »

Big_rich wrote:Add this to your flyer odf:

FloatsOnWater = "0"

#2 have you tired using a terrain cutter in your water? Like hoth tunnels? I'm not 100% on this but I beleive terrain cutters displace water. If this is true then you can just hex edit the msh and assign a transparet texture to the tunnels. Well, you might not even have to hex edit, depending on what you are doing with the tunnels.
Made that change, but the fighters continue to richot off the water like I had done nothing.

And I'm not sure what you are talking about for the rest of your post - what I want is a water surface texture for when you are looking up from underwater, and a way to make certain underwater areas places where you cannot drown.
Murdocr

RE: Re: RE: 3 Minor issues with water

Post by Murdocr »

yeah he was talking about question 3, not 2. just place a hoth tunnel under the water, jump in the water and see if there is water in the tunnel and if you drown in there.
Big_rich

RE: Re: RE: 3 Minor issues with water

Post by Big_rich »

ok have you tried landing on the water to see if your flyer does "floatOnWater"? It might be a placement error in the odf. Just varify it's under class properties. But it might not work at all for flyers. I know it works for hovers, but never tried it for flyers.
ARC_Trooper

RE: Re: RE: 3 Minor issues with water

Post by ARC_Trooper »

This could be interesting... :wink:
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RE: Re: RE: 3 Minor issues with water

Post by [RDH]Zerted »

You could add a region under water that regenerates anyone's health at the same rate people dworn.
Big_rich

RE: Re: RE: 3 Minor issues with water

Post by Big_rich »

heh, I wonder if a simple damage region set to negative numbers would work?
Tohron

Re: RE: Re: RE: 3 Minor issues with water

Post by Tohron »

Big_rich wrote:ok have you tried landing on the water to see if your flyer does "floatOnWater"? It might be a placement error in the odf. Just varify it's under class properties. But it might not work at all for flyers. I know it works for hovers, but never tried it for flyers.
When I try to land, the fighter undergoes the complete landing sequence, but as soon as it comes into contact with the water, it immediately takes off again, kind of like what happens when you try landing on curved surface or on another vehicle. When flying, it treats the water just like it would the ground.

Edit: how do you add damage regions? Could you give a script sample to use as an example?
Big_rich

RE: Re: RE: Re: RE: 3 Minor issues with water

Post by Big_rich »

This is the absolute best water I have been able to create. I spent allot of time producing this water for an island map. It does show the reflection/texture while looking up from below the water:

Effect("Water")
{

// general parameters
PatchDivisions(4,4);



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



// PC parameters
PC()
{
Tile(6.0,6.0);
MainTexture("kas1_water.tga");
FoamTexture("kam1_water.tga");
FoamTile(5.0,5.0);
LODDecimation(1);
Velocity(0.01, 0.01);
FarSceneRange(1500);

RefractionColor(45, 53, 74, 255);
ReflectionColor(191,191,191,191);
UnderwaterColor(32, 40, 32, 188);
FresnelMinMax(0.2,0.6);

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(3.0, 3.0);
SpecularMaskScrollSpeed(0.0,0.0);
}
Tohron

Re: RE: Re: RE: Re: RE: 3 Minor issues with water

Post by Tohron »

Big_rich wrote:This is the absolute best water I have been able to create. I spent allot of time producing this water for an island map. It does show the reflection/texture while looking up from below the water:

Effect("Water")
{

// general parameters
PatchDivisions(4,4);



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



// PC parameters
PC()
{
Tile(6.0,6.0);
MainTexture("kas1_water.tga");
FoamTexture("kam1_water.tga");
FoamTile(5.0,5.0);
LODDecimation(1);
Velocity(0.01, 0.01);
FarSceneRange(1500);

RefractionColor(45, 53, 74, 255);
ReflectionColor(191,191,191,191);
UnderwaterColor(32, 40, 32, 188);
FresnelMinMax(0.2,0.6);

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(3.0, 3.0);
SpecularMaskScrollSpeed(0.0,0.0);
}
I'm sure you put a lot of work into that, but when I tried it, the map crashed :( Could you say what else you need to do besides replacing the existing data in your FX file with that in order for it to work?
Big_rich

RE: Re: RE: Re: RE: Re: RE: 3 Minor issues with water

Post by Big_rich »

well you need all the bump map, normal maps, and spec. masks in your fx folder. Just copy them from kas effects\PC folder. And you'll need the two textures in your world1 folder. Kas1 and kam1. If you need the kas1 tga then let me know I can send it to you. It's from the old bf1 assets. also need to add the map/mask to the req file.
Tohron

Post by Tohron »

It stil crashes :( All the textures and effects seem to be there.

EDIT: Wait, do I need the things called for by the below line of the REQ?

Code: Select all

        	"height0" 
        	"fractal0" 
        	"noise0" 
        	"diffuse0" 
        	"diffuse1" 
        	"diffuse2" 
        	"diffuse3" 
My FX file:

Code: Select all

Effect("Water") 
{ 

	// general parameters 
	PatchDivisions(4,4); 



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



	// PC parameters 
	PC() 
	{ 
		Tile(6.0,6.0); 
		MainTexture("kas1_water.tga"); 
		FoamTexture("kam1_water.tga"); 
		FoamTile(5.0,5.0); 
		LODDecimation(1); 
		Velocity(0.01, 0.01); 
		FarSceneRange(1500); 

		RefractionColor(45, 53, 74, 255); 
		ReflectionColor(191,191,191,191); 
		UnderwaterColor(32, 40, 32, 188); 
		FresnelMinMax(0.2,0.6); 

		NormalMapTextures("water_normalmap_",16,8.0); 
		BumpMapTextures("water_bumpmap_",16,8.0); 
		SpecularMaskTextures("water_specularmask_",25, 4); 
		SpecularMaskTile(3.0, 3.0); 
		SpecularMaskScrollSpeed(0.0,0.0); 
	}
}
My REQ file:

Code: Select all

ucft
{
	REQN
	{
		"config"
	}

	REQN
	{
		"texture"
		"MNC_map"
	}

	REQN 
	{ 
        	"texture" 
        	"platform=pc" 
        	"height0" 
        	"fractal0" 
        	"noise0" 
        	"diffuse0" 
        	"diffuse1" 
        	"diffuse2" 
        	"diffuse3" 

        	"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_21" 
		"water_specularmask_22" 
		"water_specularmask_23" 
		"water_specularmask_24" 

    	} 

	REQN
	{
		"path"
		"MNC"
	}
	REQN
	{
		"congraph"
		"MNC"
	}
	REQN
	{
		"envfx"
		"MNC"
	}
	REQN
	{
		"world"
		"MNC"
	}
	REQN
	{
		"prop"
		"MNC"
	}
	REQN
	{
		"class"
		"bluelight"
		"redlight"
		"greenlight"
		"whitelight"
	}
	REQN
	{
		"config"
		"flyerspray"
		"walkerstomp"
		"hailfire_wake"
	}
	REQN
	{
		"lvl"
		"MNC_conquest"
		"MNC_ctf"
	}
}
Big_rich

Post by Big_rich »

"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_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"

you have those files in your effects folder right? not effects\pc.. That is the only thing I can think of that would be crashing your map. I'm using this exact same code in my own maps without problem. Maybe try putting those lines after your reqn {envfx} line. Idk, it's not making since. Also try to run the map through bf2modtools and look at the log file. if you want me to I can just set everything up. file structure and all and host it on file front. You know what. that's what I'll do anyways. I'll be back with a link.
Big_rich

Post by Big_rich »

dead link
Last edited by Big_rich on Mon Jun 05, 2006 7:42 am, edited 1 time in total.
Tohron

Post by Tohron »

Before I download that, I would like to know what exactly it does. Also, it would take some time to back this map up since right now the total file size is over 1.6 GB...
Big_rich

Post by Big_rich »

file has been removed.
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