How to add water so the map DOESN'T crash (FAQ)
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RE: How to add water so the map DOESN
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Worked for Me.
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- Dragon93
Worked for Me.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93
RE: How to add water so the map DOESN
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.
Also there is no instruction regarding adding water in ZeroEdit unless the req "assist" you in them.
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RE: How to add water so the map DOESN
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 )
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Ok Hebes I'll try And to let you know, I'm fairly new to modding, and I don't understand a lot of the terms lol
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?!
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?!
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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
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
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Tutorial: How to add water to your map
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:
Then open kas2.req located here:and just copy this part of it:
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:
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:
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:
This file needs a texture called:
kas2_water.tga
so lets go get it!
Go to:
You also have to copy the other textures needed for this water!
Go to:
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.
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
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
Then open kas2.req located here:
- assets/Worlds/Kas/world2
Code: Select all
REQN {
"texture"
"platform=pc"
Hidden/Spoiler:
With your ABC.req still open, scroll down to this section:
Code: Select all
REQN {
"envfx"
"ABC"
}
Since we used Kashyyyk water for our map we'll go into the world folder of Kashyyyk located here:
- assets/Worlds/Kas/World2
- data_ABC/worlds/ABC/world1 folder.
Hidden/Spoiler:
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)
kas2_water.tga
so lets go get it!
Go to:
- Assets/Worlds/Kas/world2 folder
- 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
- data_ABC/worlds/ABC/effects folder!
- data_ABC/worlds/ABC
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
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Re: RE: How to add water so the map DOESN
You can read on how to do it in the SWBF1 Mod Tool documentation. So in that sense, it actually is in the docs.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.
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Keep trying if at first you don't succeed
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.
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.
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.
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.
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Re: How to add water so the map DOESN'T crash (FAQ)
I got all the water to work and all, but it seems to be floating...
How can I stop this happening?
Thanks
How can I stop this happening?
Thanks
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Re: How to add water so the map DOESN'T crash (FAQ)
"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.
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.
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Re: How to add water so the map DOESN'T crash (FAQ)
Then lower the height of the ground so there's a bank leading to the lake/puddle/river