[Help] Envmaps, water, problem

Making or wanting help making your own asset? Check in here
Post Reply
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

[Help] Envmaps, water, problem

Post by Spec »

Okay, so, since quite a long time I gave the BF2 Editor a try again. Just for the sake of it, I am creating a little map now, nothing fancy and certainly nothing for PR or even BF2, just a landscape with a village.

Anyway, I have a river there. Water level is at ~20, and the water is there. Like described in the tutorials, I created an envmap and was going to do basic lightmaps right after that. However, the water is split into two "parts". One half looks like it should, but the other half is just a blue plane without any reflection, movement or anything. Before I go and generate the lightmaps now: Is there a known way to fix that? I messed around with the water settings a bit, but with no result. As I said, one half of the river looks okay, but at some point in the map it just stops looking good and turns into a simple blue plane as if there wasn't an envmap.

I searched, here and with google, but couldn't find a working solution yet.

It's probably something really stupid and the solution is obvious, but I just can't seem to find it^^ Thanks in advance!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [help] Envmaps, water, problem

Post by Rudd »

its the lightmaps mate, both the terrain and object need to be lightmapped which is why the envmap tutorial says its assumed you've done that
Image
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [help] Envmaps, water, problem

Post by Spec »

Alright then, should've guessed that. I didn't use Rhinos tutorial but a different one which didn't include that part.

Note to self: Read the tutorials here.

Thank you :)
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Help] Envmaps, water, problem

Post by Spec »

Excuse my doublepost, but:

The problem remains. I removed any trace of the Envmap, generated the lightmap (medium quality. Generated terrain and object lightmaps, using the BF2 lightmap samples), then created the Envmap again but it looks like before for some reason. Might I have done something wrong when creating the lightmap?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help] Envmaps, water, problem

Post by Rudd »

hmm, that happened to me once I deleted the lightmaps folder and did it again
Image
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Help] Envmaps, water, problem

Post by Spec »

Hm. I did the lightmaps again but it still looks the same. *sigh* I guess I'll just drop this and do a new map. Anyway, thanks again, Rudd.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help] Envmaps, water, problem

Post by Rudd »

one question, which waterplane is this? maybe it doesn't have any lightmap samples
Image
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Help] Envmaps, water, problem

Post by Spec »

Just normal sea water, i merely increased the sea water level, changed the speed and direction and that's it. I didn't do much else either, as I'm just trying to learn the basics of the BF2 editor with this map. All else on the map is just some trees, undergrowth, a few other statics for some sort of village, a bird effect thingy with trigger and really basic terrain.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help] Envmaps, water, problem

Post by Rudd »

oh I see

I really don't know why it wouldn't work if its just seawater

though, ignoring this particular problem, I heavily recommend you either load up an existing PR map and play with it to learn things, or just copy and paste files from existing maps in to your test map to learn how everything works.

https://www.realitymod.com/forum/f189-m ... audit.html
Image
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Help] Envmaps, water, problem

Post by Spec »

Alright, sounds good, I'll try that. Thanks again :)
Post Reply

Return to “PR:BF2 Community Modding”