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RE: How to add water so the map DOESN

Posted: Sun Nov 19, 2006 1:16 pm
by Dragon93
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
Worked for Me.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93

RE: How to add water so the map DOESN

Posted: Sun Nov 19, 2006 1:24 pm
by Droideka88
But that's for BF1. Unless it works for BF2 then that may explain why we have custom maps with water. I thought perhaps those with water were lucky.

Also there is no instruction regarding adding water in ZeroEdit unless the req "assist" you in them.

RE: How to add water so the map DOESN

Posted: Sun Nov 19, 2006 2:34 pm
by Hebes24
Copy the "water" section of an ***.fx file from a map that has water, located in assets\worlds\***\world1 (like Yavin). then paste them into your ***.fx file located in data_***\worlds\***\world1 folder. (first two *** = 3 letter assets map ID, last three *** = 3 letter Mod ID )

Posted: Sun Nov 19, 2006 2:38 pm
by Elmo
Ok Hebes I'll try :P And to let you know, I'm fairly new to modding, and I don't understand a lot of the terms lol :P

Edit: What is this fx thing? I can't find it.

Ok, well I found the fx folder in the yavin folder, but I can't open it. It says, "windows cannot open this file because windows does not know which program created it" What do I do?!

Posted: Sun Nov 19, 2006 2:48 pm
by Rekubot
When in the world did Hebes say that you need to open it? He just said to copy and paste. Sheesh. You need the particle editor working before you can open the .fx file.

Posted: Sun Nov 19, 2006 2:50 pm
by Ace_Azzameen_5
Does windows give you any option to choose? If it doesn't, open note pad or some word editing program and use 'open' from inside that program, and then got to that file with the open box and chose it. It should open. Sorry if I sound too 'down talking'.

Posted: Sun Nov 19, 2006 2:55 pm
by Elmo
ok, so you don't need to open it?! Because he says to copy over the water section of the Fx file. So I'm confused, and to get a section, you need to open it... right?

And ya, windows does give me 2 options to open it. I don't know... select the program from a list or use the web service to find the program or something like that

Posted: Sun Nov 19, 2006 3:03 pm
by Hebes24
It doesn't matter. If you copy the wholre file it should work fine too.

Open with notepad

Posted: Sun Nov 19, 2006 3:05 pm
by Elmo
ahhhh ok I'll try. And where is the notepad?

I know I'm coming out like a total noob, but you know I just don't know a lot of these things :P

So I just copy it into my *** world1 folder?

Tutorial: How to add water to your map

Posted: Sun Nov 19, 2006 8:59 pm
by AceMastermind
Try this, it works everytime for me.

How to add water to your map (ponds, lakes, rivers....etc):
NOTE: "ABC" Is only an example of a modID, your 3 letter modID may be different.

In this tutorial we will add the same water that Kashyyyk (kas2) uses, but you can use other SWBF2 map's water as the base file if you choose.

Open your "ABC.req" file located here:
  • data_ABC/worlds/ABC/world1/ABC.req
in that file is where you list the names of your water textures.

Then open kas2.req located here:
  • assets/Worlds/Kas/world2
and scroll down until you see this:

Code: Select all

REQN { 
      "texture"            
      "platform=pc"
and just copy this part of it:
Hidden/Spoiler:
[code] "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_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"[/code]
then paste it in your ABC.req under "texture" just as you found it in kas2.req, then save it.

With your ABC.req still open, scroll down to this section:

Code: Select all

REQN { 
     "envfx" 
     "ABC" 
     }
This section calls the envfx (environment effects) file and is called ABC.fx which has not been created yet, so lets get one.
Since we used Kashyyyk water for our map we'll go into the world folder of Kashyyyk located here:
  • assets/Worlds/Kas/World2
and search for kas2.fx then copy and paste it in:
  • data_ABC/worlds/ABC/world1 folder.
You can remove everything in it except the water related stuff:
Hidden/Spoiler:
[code]Effect("Water")
{

// general parameters
PatchDivisions(4,4);

// ocean parameters
OceanEnable(0);

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


// 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);

}

}
[/code]
Now you have a kas2.fx file in your world1 folder, but you have to rename it because your ModID is ABC, not kas2.
Rename kas2.fx to ABC.fx

Now open your ABC.fx file and scroll down to this section:

Code: Select all

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)
This file needs a texture called:
kas2_water.tga
so lets go get it!

Go to:
  • Assets/Worlds/Kas/world2 folder
and search for kas2_water.tga and copy it into your:
  • data_ABC/worlds/ABC/world1 folder!


You also have to copy the other textures needed for this water!
Go to:
  • assets/worlds/kas/effects/PC
and copy the whole "PC" folder which contains all of the files required for this water to work, and paste it into your:
  • data_ABC/worlds/ABC/effects folder!
If you don't have an effects folder in:
  • data_ABC/worlds/ABC
then create one!


Now you have to paint water in your map using ZeroEditor.
1. You must first prepare the terrain by at least lowering an area using the Height tools.
2. Click on Water edit mode located between Texture and Foliage
3. You'll see on the left a box with some fields you can change to customize your water.
  • The default options from ZE for Kashyyyk's water are shown below:

    Code: Select all

    Width = "1" and Depth = "1"      (this is your paint brush size)
    Layer = "1"                            (this refers to the water layer for the water, anything other than 1 is discarded by terrainmunge)
    Height = "1"                           (enter a # here for however high/low you want the water level) 
    U Vel = "1" and V Vel = "1"        (speed of texture animation in U and V) 
    U Rept = "1" and V Rept = "1"    (how many texture repeats in U and V)
    Texture = blank                      (don't fill anything in there) 
    Color = 151, 177, 167              (RGB color values for the water)
    Alpha = 255                           (the transparency of the water, 0 = Invisible, 255 = Completely Visible) 
    Glow = off                             (unused)

4. Add water the same as you would paint a texture on the terrain.
5. Save your world and close ZE then munge and try it out!

Rippentuck's original tutorial

Re: RE: How to add water so the map DOESN

Posted: Sun Nov 19, 2006 9:53 pm
by Teancum
Droideka88 wrote:But that's for BF1. Unless it works for BF2 then that may explain why we have custom maps with water. I thought perhaps those with water were lucky.

Also there is no instruction regarding adding water in ZeroEdit unless the req "assist" you in them.
You can read on how to do it in the SWBF1 Mod Tool documentation. So in that sense, it actually is in the docs.

Posted: Sun Nov 19, 2006 11:29 pm
by EraOfDesann
The differences between adding water to BF1 and BF2 are very small. Strangely enough, Rippentuck's tutorial worked for me in Battlefront II but not the first game.

Posted: Tue Nov 21, 2006 1:24 am
by Elmo
Ok, I'll try.

EDIT
AceMastermind, I tried but the map crashes, and when I finish munging, I get 2 errors- something about it couldnt find a closing bracket in a folder or file or something.. wahts wrong?

Keep trying if at first you don't succeed

Posted: Tue Nov 21, 2006 2:09 am
by AceMastermind
If at first you don't succeed, try, try again.
There is some copying of files from different locations and opening other files that you may not be familiar with, and the only way to learn it is to do it until you get it right. :wink:

Also, here's a little advice if I may, if you're trying something for the first time, use a "test map", if it crashes, you'll be thankful it's not your project map.
And when you finally get something working on your "test map", then you can apply that same knowledge to your project map.

Posted: Tue Nov 21, 2006 12:03 pm
by Epena
Go to the REQ that you edited and make sure that you closed it with a bracket. (I'm sure you didn't, thus the error) Go to ANY files you edited and make sure that you closed them.

Posted: Tue Nov 21, 2006 12:13 pm
by Elmo
Ok, well Ace mastermind you said to copy something into the req folder and save it under textures, could you be a bit more specific please? Like could you show me a picture of how you did it?

Posted: Wed Nov 22, 2006 1:50 am
by Elmo
Gotcha :wink: I'll try it out

Edit: So.. I don't do anything to the req files?!

Edit: Ok, I'm really stumped. I got no errors this time, but the map STILL crashes ARG! OK. *calming down* What do i do?

Re: How to add water so the map DOESN'T crash (FAQ)

Posted: Thu Apr 24, 2008 12:44 pm
by theultimat
I got all the water to work and all, but it seems to be floating...
How can I stop this happening?
Thanks

Re: How to add water so the map DOESN'T crash (FAQ)

Posted: Thu Apr 24, 2008 12:49 pm
by Maveritchell
"Floating?" I assume you mean that it's higher than you want it to be?

You can adjust the height of the water in ZE with one of the controls on the left (when you're working in the "water" tab.

Re: How to add water so the map DOESN'T crash (FAQ)

Posted: Thu Apr 24, 2008 4:31 pm
by Taivyx
Then lower the height of the ground so there's a bank leading to the lake/puddle/river