Re: [Map] Rajantie (2km) [WIP]
Posted: 2011-01-19 15:49
The water becomes transparent when you generate lightmaps for the terrain, even on the lowest quality. It will only be transparent INGAME.


Great find. Let us know if you run into bugs using this method. If not, this will be helpful to many mappers. I myself need to create muddy water for a map I'm working on and this would solve the problem where my shallow areas looked too clear (brown, but clear).splatters wrote: Here's what I've found out: With a little photoshop magic (as always :mrgreenyou can have control over the transparency. The red channel in your terrain lightmaps is what controls the transparency of the water, the greater the red channel value the less you see through the water. It also affects how the water reflects the envmaps, so there is still a lot of experimenting which looks good etc. There might be other undesired side effects or performance issues that I'm not aware of but I doubt it.
you can simply do this by decreasing your waterlevel before generating lightmapssplatters wrote:Here's what I've found out: With a little photoshop magic (as always :mrgreenyou can have control over the transparency. The red channel in your terrain lightmaps is what controls the transparency of the water, the greater the red channel value the less you see through the water. It also affects how the water reflects the envmaps, so there is still a lot of experimenting which looks good etc. There might be other undesired side effects or performance issues that I'm not aware of but I doubt it.
That may work if you want your water more transparent, but it won't help make it more cloudy. Hopefully this new solution will.[R-DEV]Amok@ndy wrote:you can simply do this by decreasing your waterlevel before generating lightmaps
Generating the light maps with a different water level than what will be in the final version might cause some artifacts at the water shores or other bugs since the water level also affects the green (sun light) channel. For example shadows on the water surface would be slightly off.[R-DEV]Amok@ndy wrote:you can simply do this by decreasing your waterlevel before generating lightmaps
but it might be useful to paint the red channel on some special areas

p.p.s. Just a curiosity, don't really need it for my map but for messing around. I know that you can get the view distance beyond 1000 m but can't do that in the editor, it's limited to 1000. How do I change that? - Edit once more: just got an answer to that but still don't know how to get view distance beyond 1k in-game.The sprucetree objects have a good bark texture in the files, color is very much the same as on the trees here in Finland but in game the color of the trees is more of urine than that of spruce bark. There are some weird gradient colormaps in the texture folder like
objects/vegitation/asia/textures/nccolor.dds
I suppose those have something to do with it. The question is how can I change the tint of the trees?
open your init.con and modify the Viewdistance (save and read-only or the editor will overwrite it)splatters wrote:p.p.s. Just a curiosity, don't really need it for my map but for messing around. I know that you can get the view distance beyond 1000 m but can't do that in the editor, it's limited to 1000. How do I change that? - Edit once more: just got an answer to that but still don't know how to get view distance beyond 1k in-game.
Slowed down a little but yes. I'm not working on the map currently per se but on the finnish statics (including texture palettes etc). I decided to do a decent amount of those before starting to place any statics in the map.[R-DEV]Amok@ndy wrote:are you still workin on this splatters ?