Hi all I know I've asked about water textures before and I do appreciate all the help I'm getting.
My question is iv put a river into a map and followed the tutorial to the end but would like to ask why it looks black and not watery
Water textures?
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- Posts: 58
- Joined: Fri Nov 30, 2018 1:40 am
Re: Water textures?
Your are missing these parameters from the material section of your water plane.
Open the French map i3d in Notepad++ and search for
Copy and paste into your own map i3d at the corresponding spot.
Code: Select all
<CustomParameter name="bumpSpeedScale" value="0.2 -3.75 0.02 0"/>
<CustomParameter name="underwaterFogColor" value="0.2 0.203 0.13 1"/>
<CustomParameter name="windScale" value="0.35 0 0 0"/>
<CustomParameter name="depthScale" value="1 0 0 0"/>
Code: Select all
water_mat
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- Posts: 101
- Joined: Mon Feb 01, 2021 8:30 am
Re: Water textures?
I would assume that all this would of been done automatically by the editor.
So if not am I to assume I need to do this myself.
So if not am I to assume I need to do this myself.
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- Posts: 58
- Joined: Fri Nov 30, 2018 1:40 am
Re: Water textures?
Sorry, a correction you will need to add the below:
So the section for the water material should look something like this:
Yes, the Giants editor does not add these extra settings.
I think they may be added when Giants devs create a water plane and export it from Maya through their exporter.
But, I can see no corresponding setting in the Giants Blender exporter so we're left with the option of adding it by editing the i3d file directly in a text editor.
You can also add a second plane that acts as a mirrored surface. The French map has an example of this.
Code: Select all
<Reflectionmap lodDistanceScaling="0.5" viewDistanceScaling="0.5" type="planar" scaling="1" refractiveIndex="1.03" bumpScale="0.1" shapesObjectMask="256" lightsObjectMask="16777216"/>
<Refractionmap coeff="1" bumpScale="0.1"/>
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<Material name="lakeWaterPlane_mat" materialId="371" diffuseColor="0.8 0.8 0.8 1" specularColor="1 1 1" customShaderId="1568">
<Normalmap fileId="1567"/>
<Reflectionmap lodDistanceScaling="0.5" viewDistanceScaling="0.5" type="planar" scaling="1" refractiveIndex="1.03" bumpScale="0.1" shapesObjectMask="256" lightsObjectMask="16777216"/>
<Refractionmap coeff="1" bumpScale="0.1"/>
<CustomParameter name="bumpSpeedScale" value="0.2 -3.75 0.02 0"/>
<CustomParameter name="underwaterFogColor" value="0.2 0.203 0.13 1"/>
<CustomParameter name="windScale" value="0.35 0 0 0"/>
<CustomParameter name="depthScale" value="1 0 0 0"/>
</Material>
I think they may be added when Giants devs create a water plane and export it from Maya through their exporter.
But, I can see no corresponding setting in the Giants Blender exporter so we're left with the option of adding it by editing the i3d file directly in a text editor.
You can also add a second plane that acts as a mirrored surface. The French map has an example of this.
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- Posts: 101
- Joined: Mon Feb 01, 2021 8:30 am
Re: Water textures?
Oh OK thanks for the info, it's now starting to get abit confusing not sure if I'll be able to take all this in but thankyou all for your help.
6 posts
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