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LaBaN
Noble Knight
Joined: 08 Mar 2002
Posts: 224
Location: Denmark |
I was wondering if there is a discussionboard for those who make mods and are interested in the matter. English of course.
I have some topics topics regarding modmaking i would like to get some help on. _________________ Thou shallt not kill |
Sun May 05, 2002 6:26 am |
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Alistair
Guards Lieutenant
Joined: 01 Feb 2002
Posts: 151
Location: Cambridge, England |
Posting on this board is your best best for English help.
Look forward to hearing what you're doing.
A. |
Sun May 05, 2002 7:52 am |
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LaBaN
Noble Knight
Joined: 08 Mar 2002
Posts: 224
Location: Denmark |
I hoped you would reply like that thank you.
Well, i have a few questions. Lets start with one of them.
I want to know how to make water and waterfalls. Is the animated texture made of several tga's or what? Is it done in the spacer, or you can you do it in max?
How can i make the underwatereffect? (when jumping into water, it turns blue and there is small particles all over the place). _________________ Thou shallt not kill |
Sun May 05, 2002 3:17 pm |
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[PB]Nico
Keeper of the Bugs
Joined: 15 Jul 2001
Posts: 237
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Waterfalls are texture animations. Look at [GOTHIC]/_work/Data/Textures/Effects/Environment/Water/. There you will find existing 'animated' water textures. Single TGA files with naming convention 'Name_(A)X.tga'.
To create the (under)water effekt you have to set zCMaterial::matGroup to WATER.
And to animate the material you have to set zCMaterial::texAniFPS to the count of textures in the animation (zCMaterial::texture contains the fist file).
To see how it works...
- load World.ZEN into the Spacer
- save as 'Uncompiled ZEN (ascii)' (e.g. World_Ascii.ZEN)
- reset the Spacer
- load World_Ascii.ZEN into Spacer and compile 'outdoor' in 'editor mode'
- fly to the next waterfall/lake and pick the materials (pipette in toolbar)
- and play around with texAniFPS and matGroup (IIRC, the latter effekt you will see in the game only)
- nico
ps: sorry for late answering, I know you asked me the question long time ago. hope you can apologize it.
for other readers, it assumes the english devkit is installed, die .vdf volumes are expanded to disk, and the textures are decompressed back to tga (with path)... |
Sun May 05, 2002 5:45 pm |
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