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Higher Waves ?

Posted: Mon Apr 09, 2007 10:38 am
by Alpha-17
Hi
Is it possible to make higher Waves for a water map ??

Thx 8)

RE: Higher Waves ?

Posted: Mon Apr 09, 2007 10:42 am
by Jawa_Killer
*cough* kamino *cough*

Posted: Mon Apr 09, 2007 10:56 am
by Alpha-17
Yes I know but i meant normal waves ... and I don't know how to make the kamino water :roll:

Posted: Mon Apr 09, 2007 12:55 pm
by Teancum
Have you looked that the Kamino files? That's what he's telling you to do. If you haven't looked at them you're not gonna understand the answer anyways. Compare that against normal water. :roll::roll::roll::roll::roll::roll:

Posted: Mon Apr 09, 2007 2:16 pm
by phazon_elite
I think it has to do with this, not completely sure.

Taken from kam1.fx

Code: Select all

	// ocean parameters
	OceanEnable(1);
	WindDirection(0.2,1.0);
	WindSpeed(25.0);
- EP-000782

Posted: Tue Apr 10, 2007 12:33 pm
by Alpha-17
I have already looked at it but i still don't know how to make the kamino water ... If there is any topic about kamino water already please send the link i couldn't find one , if not please tell me how to make the kam water

Sry for my bad english :roll:

Posted: Tue Apr 10, 2007 12:53 pm
by phazon_elite
Off Topic: Your English is pretty good, just a couple grammar errors, but otherwise, it's fine, lol.

On Topic: Copy the kam1.fx from:

Code: Select all

C:\BF2_ModTools\assets\worlds\KAM\world1
and place it in:

Code: Select all

C:\BF2_ModTools\data_***\worlds\***\world1

(*** is the 3-letter name of your map)

Then munge your world.

EDIT: What I said in my last post is indeed what affects the Kamino waves. You could add that under the water stats in your .fx file instead...

Hope that helped

- EP-000782

Posted: Tue Apr 10, 2007 5:24 pm
by trainmaster611


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
Tile(4.0,4.0);
MainTexture("kas2_water.tga");

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);



// 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);

}

}

Effect("hdr")
{
Enable(1)
}
This goes in your ABC.fx file :)

Posted: Tue Apr 10, 2007 6:04 pm
by t551
Kamino water isn't normal water, though...