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| Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2 |
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#1 (permalink) |
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Join Date: Jul 2005
Posts: 722
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water textures
I dont understand what every one is saying about water textures
copy files from other maps and out them into the editor what? Im gonna need a detailed map on were to find these files, ad were to put them xiexie
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"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#2 (permalink) |
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Join Date: Jul 2005
Posts: 722
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Re: water textures
no one
not one damn
__________________
"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#4 (permalink) |
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Join Date: Jun 2005
Posts: 85
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Re: water textures
Ok, I just created a small crater with water in and I'm assuming that this is the problem your having
http://img393.imageshack.us/img393/5...reen2481pv.jpg Edit: Yes I have played with the colours to make it abit different |
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#5 (permalink) |
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Join Date: Jun 2005
Posts: 85
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Re: water textures
Ok here goes I've fixed my problem so hope it fixes yours
I matched the data with the Songhua Stalemate data, in the Water.con file (located in the root folder of your map or in the Server.zip if you've packaged it up) my maps file looked like this rem *** Generated by BF2Editor *** renderer.waterScroll 0/0 renderer.waterAnimSpeed 1 renderer.waterColor 0/1/0.501961 renderer.waterSpecularColor 0/0.501961/1/0 renderer.waterSpecularPower 1 renderer.waterFogColor 51.50/51.50/128.00 renderer.waterFogStartEndAndBase 10.00/250.00/1.00/0.50 terrain.waterSunIntensity 0.8 The Songhua Stalemate Water.con file looked like this rem *** Generated by BF2Editor *** renderer.waterScroll 0.2/0.2 renderer.waterAnimSpeed 200 renderer.waterColor 0.156863/0.196078/0.047059 renderer.waterSpecularColor 0.858824/0.796079/0.701961/1 renderer.waterSpecularPower 50 renderer.waterFogColor 53.00/62.00/45.00 renderer.waterFogStartEndAndBase 1.00/25.00/1.00/0.50 terrain.waterSunIntensity 0.8 So I combined the two to create rem *** Generated by BF2Editor *** renderer.waterScroll 0.2/0.2 renderer.waterAnimSpeed 200 renderer.waterColor 0/1/0.501961 renderer.waterSpecularColor 0/0.501961/1/0 renderer.waterSpecularPower 1 renderer.waterFogColor 51.50/51.50/128.00 renderer.waterFogStartEndAndBase 10.00/250.00/1.00/0.50 terrain.waterSunIntensity 0.8 It still didn't show the water texture but when I was in the water I could actually see the water lapping about. Now I notice in the root folder of my map (C:\Program Files\EA GAMES\Battlefield 2\mods\bf2\Levels\Watertest) there isn't a folder called WATER. However in the Songhua Stalemate map files, there is a folder and it contains the Enviromap data file. So I copied this file into my maps root folder. And booted up Bf2 to have a butchers. Now when I go in my map the water is nice and relective......and green (I did that on purpose) http://img393.imageshack.us/img393/71/screen2540yk.jpg http://img393.imageshack.us/img393/8...reen2556pw.jpg An untested theory: The file in the Water folder is a EnvMap.dds (Direct Draw Surface, I think). I beleive this is just a straight talking picture. You should be open this in Photoshop without a problem. Whatever this picture is the relfections on the water will have this image (thought probably highly distorted). If anyone could test this and let me know that would be cool, I haven't got round to setting GIMP up with the DDS format yet, but I hear photoshop has the plugin already built in. Hope that all helps Nigel P.S. In my water.con file I just changed renderer.waterSpecularPower 1 to renderer.waterSpecularPower 50 It didn't make it appear much different perhaps a bit more spark'ely(a more brighter refelction), I would have a better idea of the difference if I knew what the enviroment map looked like. P.P.S Did you know you can't "slosh" the water with your knife. Realism......Pah!! P.P.P.S. Just incase anyone if confused over the location of the enviromap image folder. It will be in your maps equivalent: C:\Program Files\EA GAMES\Battlefield 2\mods\bf2\Levels\Watertest\Water\EnvMap.dds And the Water.con file C:\Program Files\EA GAMES\Battlefield 2\mods\bf2\Levels\Watertest\Water.con If you've packaged them up the EnvMap.dds is located in the same folder but within the Client.Zip file and the Water.con file is located in the Server.Zip file. Tell me if I'm wrong people ![]() |
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#6 (permalink) |
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Join Date: Jul 2005
Posts: 722
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Re: water textures
hehe thanks
but I already figured that out that seems like alot of words I copied my envmaps and water folders from the client and server folders inside the map that I wanted to get the water from, into my mods folder
__________________
"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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