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Author Topic: Wolf maybe u can help me on this?  (Read 825 times)
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lobofiero
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« on: February 17, 2008, 08:20:27 PM »

Just i need to make a ocean like crashsite ocean. I'm tryed with box and plane and this one is not working for me. I check the material.xml from crashsite and there is 2 materials for the ocean but on another file called material_dynamics.xml there is another material for the ocean. How can i do a ocean? Box or plane and how many map channels for this? Plz any help on this man. Thx.

This is a part of material.xml

<material name="ocean_water_01" src="water_surface_projected_texture" decal_material="water">
      <variable name="fade_out_depth" type="scalar" value="25"/>   
      
      <variable name="diffuse_scroll_speed" type="vector3" value="0 0.1 0.0"/>   
      
      <variable name="water_depth_fog_start" type="scalar" value="-1000"/>   
      <variable name="water_depth_fog_end" type="scalar" value="500"/>   
      <variable name="water_depth_fog_color" type="vector3" value="0.2 0.18 0.14"/>
      
      <reflection_texture file="cube_water" type="cubemap"/>
   </material>
   
   <material name="ocean_water_02" src="water_surface_projected_texture" decal_material="water">
      <variable name="fade_out_depth" type="scalar" value="25"/>   
   
      <variable name="water_depth_fog_start" type="scalar" value="-1000"/>   
      <variable name="water_depth_fog_end" type="scalar" value="500"/>   
      <variable name="water_depth_fog_color" type="vector3" value="0.2 0.18 0.14"/>   

      <reflection_texture file="cube_water" type="cubemap"/>
   </material>



and this is from material_dynamics.xml

<material name="ocean_water_grin" src="water_surface_new" decal_material="water">
      <variable name="bump_scroll_speed0" type="vector3" value="0.00 0.08 0.0"/> <!--XY(Z) texturewraps/sec-->
      <variable name="bump_scroll_speed1" type="vector3" value="0.015 0.0 0.0"/> <!--XY(Z) texturewraps/sec-->
      <variable name="diffuse_scroll_speed" type="vector3" value="0.01 -0.01 0"/> <!--XY(Z) texturewraps/sec-->
      <variable name="bump_tile0" type="vector3" value="500 500 0"/> <!-- XY(Z) value in CM before the texture tiles -->
      <variable name="bump_tile1" type="vector3" value="700 700 0"/> <!-- XY(Z) value in CM before the texture tiles -->
      <variable name="diffuse_tile" type="vector3" value="200 200 0"/> <!-- XY(Z) value in CM before the texture tiles -->
      <variable name="distortion_amount" type="scalar" value="0.35"/> <!-- distortion amount-->
      <diffuse_texture file="water_clear_df"/>
      <reflection_texture file="cube" type="cubemap"/>
      <bump_normal_texture file="water_xy_bm"/>
      <opacity_texture file="water_clear_op"/>
   </material>

thx... for any help bro!!
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Wolfsong
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« Reply #1 on: February 17, 2008, 10:29:30 PM »

You don't need to map any channel. It does a projection from above in the game world. Just assign a material and setup the shader. You should have some kind of geometry under that water of course, so the distance fog can work against something. Then it's all about trimming the values on the shader until it's like you want it. You'll notice that each water shader in GRAW2 is setup differently, and that is because of that reason. It has to be trimmed to look good depending on how deep you want the fog to go, and when you want the fog to start setting in, and what shader you want on the water and the fog.

I worked on Lagoon and I can check which of the ocean shaders in that material file is actually used. Because it's only 1 shader version that is used with different settings per map, the rest in the material files are only old water shaders from the testing.
« Last Edit: February 17, 2008, 10:32:06 PM by Wolfsong » Logged

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« Reply #2 on: March 05, 2008, 05:22:12 PM »

K wolf i set the water on my landscape but how can I make a cube_water. Is the same  process like cube_map ? Thx again for ur help!!.
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« Reply #3 on: March 05, 2008, 08:40:26 PM »

I would use one of the existing ones. There are 6 different to select from in the MP maps, and a few in the SP maps I guess.

I can check if anyone knows how they where made.
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