Water with random effects

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sampip
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Water with random effects

Post 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:
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
However, it did work on my other random sky (?!), there were no errors there. Here are my fx files:
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);
}
}
and
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);
}
}
}
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 :D
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Water with random effects

Post by YaNkFaN »

Hidden/Spoiler:
[code]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);
}[/code]
you need a bracket after the last bracket in the quoted text also you can delete all the lines under ps2 and xbox they are useless to the modtools
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: Water with random effects

Post by sampip »

which one, the first quoted text (the one with the precipitation in it) one has two brackets at the end, the second quoted text (the one with the flares) has three. surely i don't need four on that one?
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Water with random effects

Post by YaNkFaN »

you have 4 open and 3 closed you do the math add a bracket after the last one on the quoted text above it should look like this
Hidden/Spoiler:
[code]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);
}}[/code]
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: Water with random effects

Post by sampip »

ahhhh thanks for that and stupid me :D i will do the same thing for the other.
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