Streams
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Ivancic1941
- Posts: 64
- Joined: 2014-08-26 09:54
Streams
So, stupid bf2 engine water. Yes, water can be placed only horizontal which totaly destroys ability to make little stream on hilly terrain - only big rivers ~ well.. water is complete ****. So did you ever tryed making Stream Effect, which can be placed? Something like that would probably be best thing mapper could get.. Also if posible,will it be possible to react as water (sound when you walking over, etc.)
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Ivancic1941
- Posts: 64
- Joined: 2014-08-26 09:54
Re: Streams
But thats just effect over the water. Its still big river and horizontal most of time. Im asking little bit like this'[R-DEV wrote:Rhino;2174635']
Cheers.
Best way to do a stream going down a hill in BF2 is to do it in lots of increments between waterfalls with waterplanes on different levels between each waterfall. Almost 10 years ago now I did make a really crappy stream/rapids effect for my little river in Qinling which used this method of descending down a slope though lots of increments but the effects themselves where pretty poor (where my first attempts at them) so wouldn't recommend using them, although you can probably dig them out of the PR files still (or older PR versions) and use them as a foundation but your not going to get anything like you can get these days with newer engines. Can see the effects and the river increments a bit in this video here: BTW any future questions on mapping best to make a topic in the community modding forums.
https://en.m.wikipedia.org/wiki/File :P ... erom_1.jpg
So water is incoporated in effect which you can then place under some degree/you can place on slopy terrain. Without making lots of reinforcements like that. Basically you shouldn't need to make any water, you would just need to place 2-3 effect(wide 1m and long 10m) and you would get nice little stream going down.
Would it still react as water if made like placeable effect(you cant lay down,etc)?
Lol,I think nobody will understand what Im saying
EDIT: Maybe its possible but it need to look super good? Maybe B3rrl can give a hand? Hes good at HD stuff
Last edited by Ivancic1941 on 2017-10-06 07:29, edited 3 times in total.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Streams
Water on non-horizontal terrain doesn't really work on BF2.
Regarding the sound when you walk through water, perhaps that could be accomplished by setting the terrain type underneath the water correctly. However we don't currently have such a sound. The closest we have now is 'puddles', I think.
Regarding the sound when you walk through water, perhaps that could be accomplished by setting the terrain type underneath the water correctly. However we don't currently have such a sound. The closest we have now is 'puddles', I think.

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B4rr3l
- Posts: 259
- Joined: 2017-01-19 20:44
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B4rr3l
- Posts: 259
- Joined: 2017-01-19 20:44
Re: Streams


You can start from the default static waterfall and adjust its parameter as gravity, emition direction /angle/range, time to live and frequency until you have a good template, them start to copy paste it between the rocks, It will require some patient but surely can be done with great results, you can also make it emit as a inverted curve, so the water goes up a little bit and then it falls. Try to make it emit longer and spread as much as you can before adding a lot of it. cause less objects means less networkables and stuff so better stability and performance.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Streams
Which is how I made the River Rapids in the video above although they could be much better, was my first attempt at making/modifying effects 
They are still in the mod under \objects\effects\ambient\StaticFX\e_sAmb_Damn_RiverRapids
BTW B4rr3l, Ambient effects don't have any networkable and are totally client side.
They are still in the mod under \objects\effects\ambient\StaticFX\e_sAmb_Damn_RiverRapids
BTW B4rr3l, Ambient effects don't have any networkable and are totally client side.
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Ivancic1941
- Posts: 64
- Joined: 2014-08-26 09:54
Re: Streams
So that parameters for waterfalls can be changed in editor?? That could be goodB4rr3l wrote:
You can start from the default static waterfall and adjust its parameter as gravity, emition direction /angle/range, time to live and frequency until you have a good template, them start to copy paste it between the rocks, It will require some patient but surely can be done with great results, you can also make it emit as a inverted curve, so the water goes up a little bit and then it falls. Try to make it emit longer and spread as much as you can before adding a lot of it. cause less objects means less networkables and stuff so better stability and performance.
Will that effect, that Rhino put above river (again horizontal), work if you rotate it up or down etc.?
Because then you can make custom stream ,which is actually effect, and place it on map and have small river without using bf2 system for water (only horizontal) .
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
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B4rr3l
- Posts: 259
- Joined: 2017-01-19 20:44
Re: Streams
[quote=""'[R-DEV"]Rhino;2174894']Which is how I made the River Rapids in the video above although they could be much better, was my first attempt at making/modifying effects 
They are still in the mod under \objects\effects\ambient\StaticFX\e_sAmb_Damn_RiverRapids
BTW B4rr3l, Ambient effects don't have any networkable and are totally client side.[/quote]
Humm yep as you can see I still don't know the bf2 structure much, lol
What I did notice is that if you add too many effects or use wrong parameter as unnecessary frequency or time to live...some effects will start to fail do display. Like I made the ground fog in the beginning using a lot of smaller fog emiters and I started to have so problems. So I changed it for larger with more range and time to live but much less "objects" and the problem was gone.
I never managed to make a nice Rain effect that work properly in the whole map without breaking other effects, I would love to rave some raining in the Thunderstorm Harverst.
[quote="Ivancic1941""]So that parameters for waterfalls can be changed in editor?? That could be good
Will that effect, that Rhino put above river (again horizontal), work if you rotate it up or down etc.?
Because then you can make custom stream ,which is actually effect, and place it on map and have small river without using bf2 system for water (only horizontal) .[/quote]
Yes, you can basically do anything you want in the editor, but there is not much Docs around specially for effects. I had to figured almost everything by trial and error.
They are still in the mod under \objects\effects\ambient\StaticFX\e_sAmb_Damn_RiverRapids
BTW B4rr3l, Ambient effects don't have any networkable and are totally client side.[/quote]
Humm yep as you can see I still don't know the bf2 structure much, lol
What I did notice is that if you add too many effects or use wrong parameter as unnecessary frequency or time to live...some effects will start to fail do display. Like I made the ground fog in the beginning using a lot of smaller fog emiters and I started to have so problems. So I changed it for larger with more range and time to live but much less "objects" and the problem was gone.
I never managed to make a nice Rain effect that work properly in the whole map without breaking other effects, I would love to rave some raining in the Thunderstorm Harverst.
[quote="Ivancic1941""]So that parameters for waterfalls can be changed in editor?? That could be good
Will that effect, that Rhino put above river (again horizontal), work if you rotate it up or down etc.?
Because then you can make custom stream ,which is actually effect, and place it on map and have small river without using bf2 system for water (only horizontal) .[/quote]
Yes, you can basically do anything you want in the editor, but there is not much Docs around specially for effects. I had to figured almost everything by trial and error.
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: Streams
Best system is that is self-explanatory and doesn't need additional docs. Bf2 is pretty decent here i'd say.B4rr3l wrote: Yes, you can basically do anything you want in the editor, but there is not much Docs around specially for effects. I had to figured almost everything by trial and error.

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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B4rr3l
- Posts: 259
- Joined: 2017-01-19 20:44
Re: Streams
Yes that helps a lot, everything is named in common sense (except for the funny misspelled ones) and python also helps..[R-DEV]rPoXoTauJIo wrote:Best system is that is self-explanatory and doesn't need additional docs. Bf2 is pretty decent here i'd say.
But there still stuff I will probably never figure out how to make work properly as the alpha_one or the tesselation lol
I've tried in every single way to make my reticles (3D, in model, plane reticles) glow properly, added glow properties and stuff but the only way I could get it to work right was using Alpha_test as a child object with glow properties, which means all the 32Bit 64kb reticles I made would be useless, they would be either solid red/green/blue or fully transparent, so no cool Neon/LED shades there...
So I moved them back to the Hud.

