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RPGDot Forums > Gothic - General

Author Thread
LaBaN
Noble Knight
Noble Knight




Joined: 08 Mar 2002
Posts: 224
Location: Denmark
Mod-board
   

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
Post Sun May 05, 2002 6:26 am
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Alistair
Guards Lieutenant
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.
Post Sun May 05, 2002 7:52 am
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LaBaN
Noble Knight
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
Post Sun May 05, 2002 3:17 pm
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[PB]Nico
Keeper of the Bugs
Keeper of the Bugs




Joined: 15 Jul 2001
Posts: 237
   

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)...
Post Sun May 05, 2002 5:45 pm
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