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Author Topic: Water and surfs  (Read 1574 times)

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Kanttori

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Water and surfs
« on: November 23, 2015, 03:16:04 PM »

Question 1: What means those four differet waters: Water0 = (RGB 28), Water1 = (RGB 29), Water2 = (RGB 30) and Water3 = (RGB 31)? Are they different water colors (rivers, seas etc.) or what?

Question 2: How I can make that kind of surfs to coastlines? Is it depending on blurring effect in map_C?

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Uzin

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Re: Water and surfs
« Reply #1 on: November 23, 2015, 04:40:25 PM »

Kevin's map builder tutorial ver 4, page 50 :

"RGB 31 is the Water3 texture at the bottom of the load.ini file ( in the FMB
it's called CoastSea ). It causes surf to appear around the coastline & also
allows the appearance of shallow wate
r."

Texture tutorial, page 27:

"The four Water texture slots at the bottom of the load.ini are used for the
textures that appear on the beach & in the water. They also control surf.
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = water/CoralCoastLine.tga
Water3 = water/MTO_Beach_Fields.tga,2
Water0
Use this texture on map_T if you don't want to have surf or shallows. It can be
applied in the FMB with the Tile name WATER
Water1
This appears to be a redundant texture. I can't see any different effect to
Water1 except that it can't be applied in the FMB.
Water2
This is the texture you see in shallow water. Strangely, it appears at a quarter
the size of a normal texture. You can also apply this texture to the land with
the "CoastRiver" tile in the Object list.
Water3
This Texture is a bit confusing, on land it appears as the texture written next
to it in the load.ini but on water it appears as the Water2 texture. In the Object
list its Tile name is CoastSea. It's the only texture that will produce surf &
shallow water
."
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Kanttori

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Re: Water and surfs
« Reply #2 on: November 24, 2015, 09:37:35 PM »

Thank you Uzin, this is clear now. I must read better those manuals... ;)
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Alex840

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Re: Water and surfs
« Reply #3 on: March 03, 2016, 02:40:33 PM »

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mandrill

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Re: Water and surfs
« Reply #4 on: March 03, 2016, 05:36:44 PM »

Kantorri

You should be blurring all lines on the map_c to avoid "zig zag effect". The amount of blurring along the coast line will determine the width of the surf if RGB31 texture is used.
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