Water with random effects
Posted: Fri May 08, 2009 11:22 am
by sampip
I was just about to load water into my map when I realised.... oh crud i've deleted the envfx line from my ***.req file. So I put the water part of the yavin.fx file into all the random fx files that I was using, and loaded it for each sky. But then I get this in the munge log:
However, it did work on my other random sky (?!), there were no errors there. Here are my fx files:
and
I know what is missing, but I don't know where I need to add/delete brackets. I had a look through it and I cant see anywhere where I need to do that
help would be appreciated
Hidden/Spoiler:
ERROR[configmunge sky\kamino1.fx]:This file is missing a closing bracket somewhere!
ERROR[configmunge sky\tatfx.fx]:This file is missing a closing bracket somewhere!
2 Errors 0 Warnings
ERROR[levelpack kas2.req]:munged\pc\kamino1.envfx is not a binary UCF file!ERROR[levelpack kas2.req]:munged\pc\kamino1.envfx is not a binary UCF file! [continuing]
ERROR[levelpack tat2.req]:munged\pc\tatfx.envfx is not a binary UCF file!ERROR[levelpack tat2.req]:munged\pc\tatfx.envfx is not a binary UCF file! [continuing]
4 Errors 0 Warnings
ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\tat2.lvl.req(1)...
ucft <--
ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\tat2.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[configmunge sky\tatfx.fx]:This file is missing a closing bracket somewhere!
2 Errors 0 Warnings
ERROR[levelpack kas2.req]:munged\pc\kamino1.envfx is not a binary UCF file!ERROR[levelpack kas2.req]:munged\pc\kamino1.envfx is not a binary UCF file! [continuing]
ERROR[levelpack tat2.req]:munged\pc\tatfx.envfx is not a binary UCF file!ERROR[levelpack tat2.req]:munged\pc\tatfx.envfx is not a binary UCF file! [continuing]
4 Errors 0 Warnings
ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\tat2.lvl.req(1)...
ucft <--
ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\tat2.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
Hidden/Spoiler:
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("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
DisableLowRes();
// PS2 parameters
PS2()
{
Velocity(0.1,0.02);
LODDecimation(8);
MainTexture("yav_water.tga");
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(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("yav_water.tga");
LODDecimation(1);
RefractionColor(101, 136, 140, 255);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
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);
}
}
{
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("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
DisableLowRes();
// PS2 parameters
PS2()
{
Velocity(0.1,0.02);
LODDecimation(8);
MainTexture("yav_water.tga");
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(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("yav_water.tga");
LODDecimation(1);
RefractionColor(101, 136, 140, 255);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
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);
}
}
Hidden/Spoiler:
SunFlare()
{
Angle(125.000000, 120.000000);
Color(255, 255, 255);
Size(5.0);
SpikeColor(255,230,0,128);
SpikeSize(20.0);
PS2()
{
FlareOutSize(7.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
}
SunFlare()
{
Angle(130.000000, 130.000000);
Color(255, 150, 150);
Size(4.0);
InitialFlareOutAlpha(70);
SpikeColor(150,100,0,128);
SpikeSize(20.0);
PS2()
{
FlareOutSize(5.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
DisableLowRes();
// PS2 parameters
PS2()
{
Velocity(0.1,0.02);
LODDecimation(8);
MainTexture("yav_water.tga");
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(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("yav_water.tga");
LODDecimation(1);
RefractionColor(101, 136, 140, 255);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
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);
}
}
}
{
Angle(125.000000, 120.000000);
Color(255, 255, 255);
Size(5.0);
SpikeColor(255,230,0,128);
SpikeSize(20.0);
PS2()
{
FlareOutSize(7.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
}
SunFlare()
{
Angle(130.000000, 130.000000);
Color(255, 150, 150);
Size(4.0);
InitialFlareOutAlpha(70);
SpikeColor(150,100,0,128);
SpikeSize(20.0);
PS2()
{
FlareOutSize(5.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
DisableLowRes();
// PS2 parameters
PS2()
{
Velocity(0.1,0.02);
LODDecimation(8);
MainTexture("yav_water.tga");
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(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.02);
MainTexture("yav_water.tga");
LODDecimation(1);
RefractionColor(101, 136, 140, 255);
ReflectionColor(150,150,150,150);
UnderwaterColor(128, 130, 128, 64);
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);
}
}
}
help would be appreciated