Capital Ship Icons

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Abiter_b

Capital Ship Icons

Post by Abiter_b »

I was wondering how can u remove the capital ship icon in the top right corner (where mini map would be in other maps) of space assault?


thx fot the help.
Last edited by Abiter_b on Thu Jun 14, 2007 6:46 am, edited 2 times in total.
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RE: Capital Ship Icons + A Lava Question

Post by Snork »

hehe. Redwine. There is a Texture in the Mustafar World. I beleive its called mus1_main_2 and its in the MSH folder.
Abiter_b

Post by Abiter_b »

ya i knowabout the lava texture but i just cant manage to get it onto the water
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Post by Caleb1117 »

What is the waters alpha level?
Abiter_b

Post by Abiter_b »

well umm in ZE its 50 and heres the water part of the .fx

Code: Select all

Effect("Water")
{
	// general parameters
	PatchDivisions(8,8);
	Tile(2.0,2.0);

	// ocean parameters
	OceanEnable(0);

	// water event parameters
	WaterRingColor(255, 0, 0,10);
	WaterWakeColor(255, 0, 0,10);
	WaterSplashColor(255, 0, 0,10);
	
	DisableLowRes();

	// PS2 parameters
	PS2() 
	{
		Velocity(0.0,0.0);
		LODDecimation(8);
		MainTexture("mus1_main_2.tga");
		MinDiffuseColor(32, 11, 10, 10);
		MaxDiffuseColor(255, 30, 28, 10);
		BorderDiffuseColor(255, 30, 30, 20);
		//SpecularColor(192, 192, 192, 192);
		//SpeckleSpecularColor(160, 160, 160, 255);
		//SpeckleAmbientColor(0, 0, 0, 255);
		//SpeckleTextures("water_specularmask_",25, 2.0);
		//SpeckleTile(4.0, 4.0);
		//SpeckleScrollSpeed(0.0,0.0);
		//SpeckleCoordShift(10.0,10.0);
		LightAzimAndElev(1.0,0.0);
	}
	// PC parameters
	PC()
	{
		Velocity(0.01,0.02);
		MainTexture("mus1_main_2.tga");
		LODDecimation(1);

		RefractionColor(101, 0, 0, 10);
		ReflectionColor(150,0,0,10);
		UnderwaterColor(200, 0, 0, 30);
		FresnelMinMax(0.2,0.7)

		NormalMapTextures("water_normalmap_",16,8.0);
		BumpMapTextures("water_bumpmap_",16,8.0);
		SpecularMaskTextures("water_specularmask_",25, 2.0);
		SpecularMaskTile(4.0,4.0);
		SpecularMaskScrollSpeed(0.0,0.0);
	}
	// XBOX parameters
	XBOX()
	{
		Velocity(0.01,0.002);
		LODDecimation(1);
		RefractionColor(128, 130, 128, 64);
		ReflectionColor(150,150,150,150);
		UnderwaterColor(128, 130, 128, 64);
		FresnelMinMax(0.2,0.7)
		NormalMapTextures("water_normalmap_",16,8.0);
	}
}
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Post by Caleb1117 »

is 50 the maximum? if not you should raise it to the top.
That is basicly copied from the mustafar assets right?
Abiter_b

Post by Abiter_b »

thanks to AceMastermind for scaleing up the mus1_bldg_world3 object :)
Last edited by Abiter_b on Thu Jun 14, 2007 6:51 am, edited 1 time in total.
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Post by Caleb1117 »

Don't give up to fast
Quote Saturn V in his makeing the lava world tut.
We will now add lava to the map. We will do this by adding water with a custom lava texture, so that the lava can have an animated effect.

In Zeroedit, select Water Edit Mode.

In the texture box, enter lava_flow.tga

For Color, enter 255, 255, 0

For Alpha, enter 255. Alpha controls the trnsparency of the texture: 0 is fully transparent, and 255 is fully opaque. If you are adding water, you may want to layer the textures, and each layer would need a certain amount of transparency. You could try adding layers of lava to enhance the effect.

A 1x1 brush size covers 4 terrain grids. Left click to place water and right click to erase it. You may find that the water won't line up with where your channel is, so you may have to go back into Height Edit Mode to adjust the terrain. After you have placed water tiles, you should adjust the terrain height anyway, so that the edges of the water tiles aren't showing.
Abiter_b

Post by Abiter_b »

i tryed that it kinda worked it looked like lava on low detail water but not on medium or high :?
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