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
Possible to stop the water animations?
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Aman/Pinguin
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Possible to stop the water animations?
Last edited by Aman/Pinguin on Wed Nov 21, 2007 12:45 pm, edited 1 time in total.
- DarthD.U.C.K.
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Re: Possible to stop the water animations?
water properties:
i dont think so, its a matter of the engine
why someone use water, that isnt animated?
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);why someone use water, that isnt animated?
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Aman/Pinguin
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Re: Possible to stop the water animations?
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 >.<
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- trainmaster611
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Re: Possible to stop the water animations?
If you want to stop the waves in the water, you have to change these values to 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.
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.
Code: Select all
// ocean parameters
OceanEnable(1);
WindDirection(0.2,1.0);
WindSpeed(25.0);This is taken from the UTAT ODF.
Code: Select all
WaterEffect = "com_sfx_waterwake_lg"The best alternative is to just leave it as normal terrain and use an ice texture.
- Maveritchell
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Re: Possible to stop the water animations?
It's not hardcoded for units either, it's just in the class parent .odfs (I think com_inf_default).
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Aman/Pinguin
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Re: Possible to stop the water animations?
cool thanks trainmaster
Btw i put an invisible collision area over the whole water :p so no problem with units in it
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Re: Possible to stop the water animations?
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?
Ace says they modify the waves, but what would happen if you increased or decreased the value?
- trainmaster611
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Re: Possible to stop the water animations?
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.
I think the value I told Pinguin to change controls the frequency.
